Cut-win
Cut-win is a new URL shortener website.It is paying at the time and you can trust it.You just have to sign up for an account and then you can shorten your URL and put that URL anywhere.You can paste it into your site, blog or even social media networking sites.It pays high CPM rate.
You can earn $10 for 1000 views.You can earn 22% commission through the referral system.The most important thing is that you can withdraw your amount when it reaches $1.- The payout for 1000 views-$10
- Minimum payout-$1
- Referral commission-22%
- Payment methods-PayPal, Payza, Bitcoin, Skrill, Western Union and Moneygram etc.
- Payment time-daily
Adf.ly
Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.CPMlink
CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.- The payout for 1000 views-$5
- Minimum payout-$5
- Referral commission-10%
- Payment methods-Paypal, Payza, and Skrill
- Payment time-daily
BIT-URL
It is a new URL shortener website.Its CPM rate is good.You can sign up for free and shorten your URL and that shortener URL can be paste on your websites, blogs or social media networking sites.bit-url.com pays $8.10 for 1000 views.
You can withdraw your amount when it reaches $3.bit-url.com offers 20% commission for your referral link.Payment methods are PayPal, Payza, Payeer, and Flexy etc.- The payout for 1000 views-$8.10
- Minimum payout-$3
- Referral commission-20%
- Payment methods- Paypal, Payza, and Payeer
- Payment time-daily
Linkrex.net
Linkrex.net is one of the new URL shortener sites.You can trust it.It is paying and is a legit site.It offers high CPM rate.You can earn money by sing up to linkrex and shorten your URL link and paste it anywhere.You can paste it in your website or blog.You can paste it into social media networking sites like facebook, twitter or google plus etc.
You will be paid whenever anyone will click on that shorten a link.You can earn more than $15 for 1000 views.You can withdraw your amount when it reaches $5.Another way of earning from this site is to refer other people.You can earn 25% as a referral commission.- The payout for 1000 views-$14
- Minimum payout-$5
- Referral commission-25%
- Payment Options-Paypal,Bitcoin,Skrill and Paytm,etc
- Payment time-daily
Linkbucks
Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.- The payout for 1000 views-$3-9
- Minimum payout-$10
- Referral commission-20%
- Payment options-PayPal,Payza,and Payoneer
- Payment-on the daily basis
Oke.io
Oke.io provides you an opportunity to earn money online by shortening URLs. Oke.io is a very friendly URL Shortener Service as it enables you to earn money by shortening and sharing URLs easily.
Oke.io can pay you anywhere from $5 to $10 for your US, UK, and Canada visitors, whereas for the rest of the world the CPM will not be less than $2. You can sign up by using your email. The minimum payout is $5, and the payment is made via PayPal.- The payout for 1000 views-$7
- Minimum payout-$5
- Referral commission-20%
- Payout options-PayPal, Payza, Bitcoin and Skrill
- Payment time-daily
LINK.TL
LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.- Payout for 1000 views-$16
- Minimum payout-$5
- Referral commission-10%
- Payout methods-Paypal, Payza, and Skrill
- Payment time-daily basis
Ouo.io
Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.- Payout for every 1000 views-$5
- Minimum payout-$5
- Referral commission-20%
- Payout time-1st and 15th date of the month
- Payout options-PayPal and Payza
Shrinkearn.com
Shrinkearn.com is one of the best and most trusted sites from our 30 highest paying URL shortener list.It is also one of the old URL shortener sites.You just have to sign up in the shrinkearn.com website. Then you can shorten your URL and can put that URL to your website, blog or any other social networking sites.
Whenever any visitor will click your shortener URL link you will get some amount for that click.The payout rates from Shrinkearn.com is very high.You can earn $20 for 1000 views.Visitor has to stay only for 5 seconds on the publisher site and then can click on skip button to go to the requesting site.- The payout for 1000 views- up to $20
- Minimum payout-$1
- Referral commission-25%
- Payment methods-PayPal
- Payment date-10th day of every month
Wi.cr
Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.- Payout for 1000 views-$7
- Minimum payout-$5
- Referral commission-10%
- Payout method-Paypal
- Payout time-daily
Short.pe
Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.- The payout for 1000 views-$5
- Minimum payout-$1
- Referral commission-20% for lifetime
- Payment methods-Paypal, Payza, and Payoneer
- Payment time-on daily basis
Clk.sh
Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.- Payout for 1000 Views: Upto $8
- Minimum Withdrawal: $5
- Referral Commission: 30%
- Payment Methods: PayPal, Payza, Skrill etc.
- Payment Time: Daily
Short.am
Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life.
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viernes, 29 de marzo de 2019
14 Highest Paying URL Shortener: Best URL Shortener to Earn Money
STATIC Routing
About STATIC Routing: -
· A static route is a route that is created manually by a network administrator.
· Static routes are typically used in smaller networks.
· Static routing is a type of network routing technique.
· Static routing is not a routing protocol.
· In static routing, the Router's routing table entries are populated manually by a network administrator.
· Static routes are not advertised over the network, resulting in better security
· Static routes use less bandwidth than dynamic routing protocols, no CPU cycles are used to calculate and communicate routes
· Static routes have a default administrative distance of 1 but we can change manually using command.
Static Routing disadvantages:
· Initial configuration and maintenance is time-consuming.
· Configuration is error-prone, especially in large networks.
· Administrator intervention is required to maintain changing route information
· Does not scale well with growing networks; maintenance becomes cumbersome.
· Requires complete knowledge of the whole network for proper implementation
This section includes the following topics:
· Administrative Distance
· Directly Connected Static Routes
· Fully Specified Static Routes
· Floating Static Routes
· Remote Next Hops for Static Routes
· BFD
· Virtualization Support
Static route configuration: -
Storium Basics: Narration Basics
One last article of "Storium Basics," here - this series has been focused on the player side, but I would be remiss in not addressing narration at least somewhat.
It's hard to spell out absolute basics for narration, and hard to really learn it without diving in and doing some narration. Unfortunately, there haven't really been good ways to get a beginner narrator game going the way we can for beginner players. But here, I'm going to try to give at least a general overview, and link to some articles that can develop things further. I highly encourage going through at least some of the articles I link to below, as there's just no way to adequately explore narration in one or more "basics" articles.
In Storium, a narrator is the person who is in charge of setting up the story, creating scenes, defining the story's focus, and in general guiding the story along. It is the narrator who creates the game's starting concept and advertises it to players, who selects the characters who will enter the story, and who creates the scenes and their challenges and outcomes to give players writing cues and situations to address.
Over the course of the game, the bulk of a narrator's time is going to be spent setting up scenes, and setting up challenges. Storium makes this pretty straightforward technically - it only takes a few clicks to set up a scene and start creating a challenge - but philosophically, it can be complex.
While scenes can be set up without challenges, the bulk of them in your average Storium game are going to focus on one or more challenges, and that's honestly how I encourage beginning narrators to think through their scenes: Focus on what challenges the scene is going to be about, and then work on the actual scene text. It may not work for everyone, but for me, I found starting out that starting with the mechanics and moving to the story text made my story text more focused.
So, let's start out with challenges.
I've always had a bit of a problem with that term: "Challenge." It puts Storium narrators in the mindset that these are things that are meant to "challenge" the players, in some sort of tactical sense. They aren't.
A challenge, in Storium, is simply a focal part of the story - a situation which can turn one way or another, and lead the story in different directions. One of those directions (the Strong outcome) feels better for the main characters or for the overall tale, and one (the Weak outcome) feels worse. There's nothing tactical about it. It's a writing cue.
When you set a challenge out, what you're saying is "this is the situation I want you to write about for this scene," or "this is the focus of this scene." Think about things in that mindset. You aren't trying to challenge the players - you're setting up something for their characters to deal with, but as far as the players go, you're just giving them something to write about.
A challenge can be one of two types: a Character, or an Obstacle. Mechanically, these work identically, and there's not much of a difference that I've found about them philosophically. I use the two types more to just keep things sorted than anything else. Conceptually, a character challenge is one that focuses on dealing with a specific character (or sometimes specific group), whether that be by communication or by combat or anything else. An obstacle challenge is one that focuses on other things that can get in the player characters' way or complicate the story, whether that be ancient artifacts, natural disasters, crumbling hallways, dangerous river crossings, corrupted magical energies, messy crime scenes, or anything else. Choosing the type of challenge you're making is more something to keep things sorted as you get a lot of cards, in case you want to pull out a challenge again later, and to highlight to players what the focus of a challenge is.
When you create a challenge, you're going to have to describe it. The challenge description will show up on the challenge card when players click on it in game. The purpose of the description is to give a basic overview of the challenge and help players understand its focus. If it is a character challenge, what is that character doing now, or what do they want now? How does the scene revolve around that? If is is an obstacle, what are its characteristics and how is it in the way? How does the scene revolve around that?
Once you've come up with a description (and, optionally, added a picture), you "Play" the challenge. This puts the challenge into the game, and brings up a new window where you'll set three things: points, strong outcome, and weak outcome. Let's take these in order.
The "challenge points" represent the number of cards which will need to be played on the challenge in order to complete it. One card equals one point, and a challenge can have anywhere from 1 to 9 points on it. So, if you set up a challenge with 4 points on it, the players will have to play 4 cards to complete it. This could come in various combinations - maybe 4 players each play 1 card, maybe 1 player plays 3 and another plays 1, maybe 2 players each play 2. What matters is that at the end, they've played 4 cards.
How do you determine how many points to put on a challenge? I think of two things.
First: the level of focus I want this situation to have. The more points a challenge has, the more moves it is likely to involve. If I set a challenge with a single point on it, no matter what, it will take only a single card to complete - which likely means it will be around for one move. If I set a challenge with three points, under default settings a player could complete it in one move, but it'd be a complex, multi-card move...and more than likely, it's instead going to be played across at least a couple different moves. If I set it as 4 points, under default settings, I'm guaranteeing that multiple moves will happen as no player can play that many cards in one move. And at 9? I've just defined it as a major, perhaps singular focus for the entire scene, a huge situation that will take many moves to get through and let players play a lot of their cards and explore a lot of elements of their characters.
The more points, then, the more focus the challenge receives in the story. If a challenge is important, if it provides a lot of opportunity for drama and interesting writing cues, and if the situation feels complex and fun to write about, add more points.
Second: the number of players I hope to see involved. I mentioned this a bit above, but by default, a player can play only 3 cards in a single move. What that means is that you, as narrator, can encourage challenges to involve more than one player - you just have to set the points at or above the upper limit of what a player can play. If you set a challenge at 1 or 2 points, you may end up with only one player playing it. If you set a challenge at 3 points, you're probably going to end up with more than one player playing on it - players, as they get more experienced, tend not to want to blow all their plays on one move. If you set a challenge at 4 points, you're guaranteeing that more than one player will play on it, because one player can only play 3 cards. And if you set a challenge at, say, 7 points? Now you need three players to complete it. All by default card settings, of course.
The more points you put on a challenge, the more players will play on it - so, if things feel like they should take more group involvement to complete, or feel like good opportunities for character interaction among the heroes, put more points on them.
Be aware, though, that you have a point limit: You cannot put more points on challenges in a scene than the number of cards your players can play in that scene (because, after all, we want challenges to be completed). So if, say, you have 4 players who can each play 3 cards, you will have a point limit of 12 for that scene. If you put down a challenge with 9 points, that means you only have 3 points left for any other challenges you want to do in a scene.
Except...in my experience, it's actually not a good idea to use all of your points. If you do that, and one player is away or unable to play for a bit, you get yourself into situations where challenges can't be completed and you have to work around it, which can be detrimental to the game. So, my personal rule is to hold back one player's worth of points and not use it. At a basic level, then, if I have 4 players who can play 3 cards each, I hold back 3 points that I won't use: So instead of thinking of my limit as 12, I think of it as 9. So if I spend 9 points on a single challenge, then, I won't use those remaining 3 points that scene.
Now, once players have completed a challenge, they get to write the ending...and for that, they look to the appropriate outcome.
The outcomes, then, are the potential endings for the challenge. There are lots of different ways narrators have found to write outcomes, and I'm not going to delve too deeply here - suffice to say that you will find many of those in the links below - but let's look at the basics of them, in any case.
Your outcomes are the challenge's potential endings, and they come in two flavors on the challenge card: Strong and Weak. In both cases, what you're writing is a quick look at how the challenge ends...an overview of the ending, with room for the player to make it fit his character's actions and explore the specifics on his own.
You don't want to spell out every little detail here - you just want to give the players what needs to be in the story for that ending, or how the situation goes more in general. You want to lay out what's important, what needs to be specified, and let them play with the rest.
Now, as I mentioned, there's two different outcome types you'll be writing here: Strong and Weak. In general, the difference is simple: Strong is better for the player characters and the story situation than Weak.
Storium suggests that in general you use the following interpretation:
This doesn't have to be what you do all the time, but it's a good philosophy to follow. Stories are most interesting when they keep moving forward, and they keep moving forward if, generally, the heroes are finding their way through situations. So, for Strong outcomes, I tend to write up outcome text that suggests an outright success for the heroes. Strong outcomes are pretty easy to understand how to write, honestly - I think we all get "the heroes succeed," right? The main thing to worry about for Strong outcomes is making sure to give them the proper amount of success - if it feels like something should be more involved and not fully resolved, that's fine - stories are full of really complex situations that can be resolved only in part. Just make sure your outcome text suggests that.
Weak outcomes can be more difficult to understand. For Weak outcomes, I tend to write outcome texts that still show the situation ending up resolved in their favor in some way, but with complications or costs, or that show the situation partially resolved in their favor but partially not.
This keeps the story moving forward, but perhaps even more importantly, it makes Weak outcomes often interesting for players - things they will intentionally decide to play towards at times. This is precisely what you want. You want your players to sometimes get Strong outcomes, and sometimes get Weak outcomes, and to be engaged with the story either way. An outright failure can be interesting, but more commonly, it serves as a brick wall that stops the story. If you outright fail to find evidence, well...where does the story go? But if you find the evidence just as the villain's big, burly henchman comes in to try to destroy it, and now you have to run away from him, well, that just added a new twist to the tale. Primarily use complications, costs, and partial successes, and you'll find that not only will the story move more smoothly, but the players will be interested in seeing the Weak outcomes come up.
The best experiences I've had in Storium, as a narrator, have been when I've played a challenge card into the game and players have looked at it and said, "Oh, wow - I hope this goes Weak!" I love that.
This is actually a technique that I've found in a lot of recent tabletop games. Fate uses it, and so does 13th Age, for two. You can find it under various names - Success at a Cost, Success with Complications, Fail Forward - but in all cases, the idea is that if the rolls don't go well for the players, the story should still move forward. In Storium, things are a little different - the players aren't depending on dice rolls or luck of any kind, and they may outright choose the Weak outcome - but the principle is similar: Keep the story moving forward, and keep things interesting for the players.
Again, this doesn't have to be your theme all the time. You can do a Weak outcome that's an outright failure on the part of the characters (note: the characters, not the players - never think of a Weak outcome as a failure on the part of the players, and never think of it as a punishment for them), and you can even do a Strong outcome that is a failure on the part of the characters, but a less painful one than the Weak. Those can and have worked for me. But by and large, stick to the philosophy above, and you'll have an easier time.
Now, there is one more outcome type: Uncertain. This comes up when the challenges comes out neutral, with equal numbers of Strength and Weakness cards played on it (or none of those, just neutral cards). When the Uncertain outcome comes up, it is your job to write an ending for the challenge, rather than the players'. This is easiest if you spend a little time thinking about things before the challenge starts, and leave yourself a little room "between" the Strong and Weak outcomes that you can use for your Uncertain, but that isn't the only way you can do them. Uncertain outcomes are a great chance to put in twists or send things a little sideways. For the most basic level, though...try to write something that feels "between" the Strong and Weak outcomes. You can get more advanced with these later and have more fun with them (see my article on Uncertain Outcomes for more on that!).
Now, it bears mentioning that you can have more than one challenge in a scene - either by playing more than one challenge to the game at once, or by playing a new challenge to the game as a continuation after the first challenge is resolved. The point limit I described above applies, but otherwise, it's up to you how you want to handle it. Just be careful: It's important not to have challenges that clash - if one outcome could prevent another simultaneous challenge from being resolved, they probably shouldn't be out there at the same time. And you don't want to undo the results of an earlier challenge, generally - so don't play a follow-up challenge whose outcomes will undo the outcome the players just got.
Once you've set up the challenges, then, it's time to write the scene's actual text. When you're doing that, use the challenges as your guide. What's going on? What's important? Those are the things you want to call out in the scene text. The challenge descriptions are the basics, but here is where you get to dress things up a little bit and make it actually exciting. If you've got a challenge about a charging army, for instance, you don't just write "the army charges" as your scene text. Delve into how it looks. How it sounds. How the army is equipped. How the player characters' allies, if any, are reacting.
What you're doing isn't just mechanically kicking things off, though that's part of it. What you're doing is setting the scene and giving the players things to use. This matters. Setting the scene with the enemy army charging, talking about how they're heavily armored and well-equipped, and how the players' allies look like they're about to break and run, is very different than if you describe the charge as that of a massive but untrained and poorly equipped rabble, and the players' allies as confident and heavily armored themselves. In the former, players are going to write moves about finding ways to blunt the dangerous charge or work around it and encouraging their side. In the latter, players are going to write about knocking back the charge and working with their confident allies. The tone of the challenge will be very different.
Your outcomes can affect this too, of course - I talk about this on the player side, but outcomes both describe the ending and set a range of things that can happen during the challenge - but your scene text is going to be a much larger impact.
Aside from just setting the tone, though, as I said...you're giving players things to use. Cues. A lot of narration is setting up cues. It's what you do in the challenge description, it's what you do in the outcomes, and it's what you do in the scene text. You leave openings for players to fill in the blanks. You give details that they can use to expand their storytelling. You lay the groundwork, the foundation, that they will build upon to complete the story of the challenge.
That's the basics of narration in a nutshell. Look...there's more, a lot more, but narration, at heart, is doing the above...over, and over, until the game is complete. A lot of the rest is style - there are a lot of different narration styles, a lot of different priorities, and a lot of different ways a narrator can make Storium work for them. I go into those a lot in the articles below.
Above all, remember: You are narrating to help the players draw out a story. It isn't your story...it's yours and the players'. Narrate to help them write. Narrate to make things interesting for them. Your job isn't to challenge them as players. Your job is to help them as writers. Have fun, be a fan of them, enjoy what they write, and look for ways to help them bring out the themes of their characters.
For more on narration, you can see the "Storium Narration" category overall, but here are some articles I particularly recommend:
It's hard to spell out absolute basics for narration, and hard to really learn it without diving in and doing some narration. Unfortunately, there haven't really been good ways to get a beginner narrator game going the way we can for beginner players. But here, I'm going to try to give at least a general overview, and link to some articles that can develop things further. I highly encourage going through at least some of the articles I link to below, as there's just no way to adequately explore narration in one or more "basics" articles.
In Storium, a narrator is the person who is in charge of setting up the story, creating scenes, defining the story's focus, and in general guiding the story along. It is the narrator who creates the game's starting concept and advertises it to players, who selects the characters who will enter the story, and who creates the scenes and their challenges and outcomes to give players writing cues and situations to address.
Over the course of the game, the bulk of a narrator's time is going to be spent setting up scenes, and setting up challenges. Storium makes this pretty straightforward technically - it only takes a few clicks to set up a scene and start creating a challenge - but philosophically, it can be complex.
While scenes can be set up without challenges, the bulk of them in your average Storium game are going to focus on one or more challenges, and that's honestly how I encourage beginning narrators to think through their scenes: Focus on what challenges the scene is going to be about, and then work on the actual scene text. It may not work for everyone, but for me, I found starting out that starting with the mechanics and moving to the story text made my story text more focused.
So, let's start out with challenges.
I've always had a bit of a problem with that term: "Challenge." It puts Storium narrators in the mindset that these are things that are meant to "challenge" the players, in some sort of tactical sense. They aren't.
A challenge, in Storium, is simply a focal part of the story - a situation which can turn one way or another, and lead the story in different directions. One of those directions (the Strong outcome) feels better for the main characters or for the overall tale, and one (the Weak outcome) feels worse. There's nothing tactical about it. It's a writing cue.
When you set a challenge out, what you're saying is "this is the situation I want you to write about for this scene," or "this is the focus of this scene." Think about things in that mindset. You aren't trying to challenge the players - you're setting up something for their characters to deal with, but as far as the players go, you're just giving them something to write about.
A challenge can be one of two types: a Character, or an Obstacle. Mechanically, these work identically, and there's not much of a difference that I've found about them philosophically. I use the two types more to just keep things sorted than anything else. Conceptually, a character challenge is one that focuses on dealing with a specific character (or sometimes specific group), whether that be by communication or by combat or anything else. An obstacle challenge is one that focuses on other things that can get in the player characters' way or complicate the story, whether that be ancient artifacts, natural disasters, crumbling hallways, dangerous river crossings, corrupted magical energies, messy crime scenes, or anything else. Choosing the type of challenge you're making is more something to keep things sorted as you get a lot of cards, in case you want to pull out a challenge again later, and to highlight to players what the focus of a challenge is.
When you create a challenge, you're going to have to describe it. The challenge description will show up on the challenge card when players click on it in game. The purpose of the description is to give a basic overview of the challenge and help players understand its focus. If it is a character challenge, what is that character doing now, or what do they want now? How does the scene revolve around that? If is is an obstacle, what are its characteristics and how is it in the way? How does the scene revolve around that?
Once you've come up with a description (and, optionally, added a picture), you "Play" the challenge. This puts the challenge into the game, and brings up a new window where you'll set three things: points, strong outcome, and weak outcome. Let's take these in order.
The "challenge points" represent the number of cards which will need to be played on the challenge in order to complete it. One card equals one point, and a challenge can have anywhere from 1 to 9 points on it. So, if you set up a challenge with 4 points on it, the players will have to play 4 cards to complete it. This could come in various combinations - maybe 4 players each play 1 card, maybe 1 player plays 3 and another plays 1, maybe 2 players each play 2. What matters is that at the end, they've played 4 cards.
How do you determine how many points to put on a challenge? I think of two things.
First: the level of focus I want this situation to have. The more points a challenge has, the more moves it is likely to involve. If I set a challenge with a single point on it, no matter what, it will take only a single card to complete - which likely means it will be around for one move. If I set a challenge with three points, under default settings a player could complete it in one move, but it'd be a complex, multi-card move...and more than likely, it's instead going to be played across at least a couple different moves. If I set it as 4 points, under default settings, I'm guaranteeing that multiple moves will happen as no player can play that many cards in one move. And at 9? I've just defined it as a major, perhaps singular focus for the entire scene, a huge situation that will take many moves to get through and let players play a lot of their cards and explore a lot of elements of their characters.
The more points, then, the more focus the challenge receives in the story. If a challenge is important, if it provides a lot of opportunity for drama and interesting writing cues, and if the situation feels complex and fun to write about, add more points.
Second: the number of players I hope to see involved. I mentioned this a bit above, but by default, a player can play only 3 cards in a single move. What that means is that you, as narrator, can encourage challenges to involve more than one player - you just have to set the points at or above the upper limit of what a player can play. If you set a challenge at 1 or 2 points, you may end up with only one player playing it. If you set a challenge at 3 points, you're probably going to end up with more than one player playing on it - players, as they get more experienced, tend not to want to blow all their plays on one move. If you set a challenge at 4 points, you're guaranteeing that more than one player will play on it, because one player can only play 3 cards. And if you set a challenge at, say, 7 points? Now you need three players to complete it. All by default card settings, of course.
The more points you put on a challenge, the more players will play on it - so, if things feel like they should take more group involvement to complete, or feel like good opportunities for character interaction among the heroes, put more points on them.
Be aware, though, that you have a point limit: You cannot put more points on challenges in a scene than the number of cards your players can play in that scene (because, after all, we want challenges to be completed). So if, say, you have 4 players who can each play 3 cards, you will have a point limit of 12 for that scene. If you put down a challenge with 9 points, that means you only have 3 points left for any other challenges you want to do in a scene.
Except...in my experience, it's actually not a good idea to use all of your points. If you do that, and one player is away or unable to play for a bit, you get yourself into situations where challenges can't be completed and you have to work around it, which can be detrimental to the game. So, my personal rule is to hold back one player's worth of points and not use it. At a basic level, then, if I have 4 players who can play 3 cards each, I hold back 3 points that I won't use: So instead of thinking of my limit as 12, I think of it as 9. So if I spend 9 points on a single challenge, then, I won't use those remaining 3 points that scene.
Now, once players have completed a challenge, they get to write the ending...and for that, they look to the appropriate outcome.
The outcomes, then, are the potential endings for the challenge. There are lots of different ways narrators have found to write outcomes, and I'm not going to delve too deeply here - suffice to say that you will find many of those in the links below - but let's look at the basics of them, in any case.
Your outcomes are the challenge's potential endings, and they come in two flavors on the challenge card: Strong and Weak. In both cases, what you're writing is a quick look at how the challenge ends...an overview of the ending, with room for the player to make it fit his character's actions and explore the specifics on his own.
You don't want to spell out every little detail here - you just want to give the players what needs to be in the story for that ending, or how the situation goes more in general. You want to lay out what's important, what needs to be specified, and let them play with the rest.
Now, as I mentioned, there's two different outcome types you'll be writing here: Strong and Weak. In general, the difference is simple: Strong is better for the player characters and the story situation than Weak.
Storium suggests that in general you use the following interpretation:
- Strong outcomes mean that things worked out well for the players.
- Weak outcomes mean that the situation was overcome but at a cost or with an interesting complication.
This doesn't have to be what you do all the time, but it's a good philosophy to follow. Stories are most interesting when they keep moving forward, and they keep moving forward if, generally, the heroes are finding their way through situations. So, for Strong outcomes, I tend to write up outcome text that suggests an outright success for the heroes. Strong outcomes are pretty easy to understand how to write, honestly - I think we all get "the heroes succeed," right? The main thing to worry about for Strong outcomes is making sure to give them the proper amount of success - if it feels like something should be more involved and not fully resolved, that's fine - stories are full of really complex situations that can be resolved only in part. Just make sure your outcome text suggests that.
Weak outcomes can be more difficult to understand. For Weak outcomes, I tend to write outcome texts that still show the situation ending up resolved in their favor in some way, but with complications or costs, or that show the situation partially resolved in their favor but partially not.
This keeps the story moving forward, but perhaps even more importantly, it makes Weak outcomes often interesting for players - things they will intentionally decide to play towards at times. This is precisely what you want. You want your players to sometimes get Strong outcomes, and sometimes get Weak outcomes, and to be engaged with the story either way. An outright failure can be interesting, but more commonly, it serves as a brick wall that stops the story. If you outright fail to find evidence, well...where does the story go? But if you find the evidence just as the villain's big, burly henchman comes in to try to destroy it, and now you have to run away from him, well, that just added a new twist to the tale. Primarily use complications, costs, and partial successes, and you'll find that not only will the story move more smoothly, but the players will be interested in seeing the Weak outcomes come up.
The best experiences I've had in Storium, as a narrator, have been when I've played a challenge card into the game and players have looked at it and said, "Oh, wow - I hope this goes Weak!" I love that.
This is actually a technique that I've found in a lot of recent tabletop games. Fate uses it, and so does 13th Age, for two. You can find it under various names - Success at a Cost, Success with Complications, Fail Forward - but in all cases, the idea is that if the rolls don't go well for the players, the story should still move forward. In Storium, things are a little different - the players aren't depending on dice rolls or luck of any kind, and they may outright choose the Weak outcome - but the principle is similar: Keep the story moving forward, and keep things interesting for the players.
Again, this doesn't have to be your theme all the time. You can do a Weak outcome that's an outright failure on the part of the characters (note: the characters, not the players - never think of a Weak outcome as a failure on the part of the players, and never think of it as a punishment for them), and you can even do a Strong outcome that is a failure on the part of the characters, but a less painful one than the Weak. Those can and have worked for me. But by and large, stick to the philosophy above, and you'll have an easier time.
Now, there is one more outcome type: Uncertain. This comes up when the challenges comes out neutral, with equal numbers of Strength and Weakness cards played on it (or none of those, just neutral cards). When the Uncertain outcome comes up, it is your job to write an ending for the challenge, rather than the players'. This is easiest if you spend a little time thinking about things before the challenge starts, and leave yourself a little room "between" the Strong and Weak outcomes that you can use for your Uncertain, but that isn't the only way you can do them. Uncertain outcomes are a great chance to put in twists or send things a little sideways. For the most basic level, though...try to write something that feels "between" the Strong and Weak outcomes. You can get more advanced with these later and have more fun with them (see my article on Uncertain Outcomes for more on that!).
Now, it bears mentioning that you can have more than one challenge in a scene - either by playing more than one challenge to the game at once, or by playing a new challenge to the game as a continuation after the first challenge is resolved. The point limit I described above applies, but otherwise, it's up to you how you want to handle it. Just be careful: It's important not to have challenges that clash - if one outcome could prevent another simultaneous challenge from being resolved, they probably shouldn't be out there at the same time. And you don't want to undo the results of an earlier challenge, generally - so don't play a follow-up challenge whose outcomes will undo the outcome the players just got.
Once you've set up the challenges, then, it's time to write the scene's actual text. When you're doing that, use the challenges as your guide. What's going on? What's important? Those are the things you want to call out in the scene text. The challenge descriptions are the basics, but here is where you get to dress things up a little bit and make it actually exciting. If you've got a challenge about a charging army, for instance, you don't just write "the army charges" as your scene text. Delve into how it looks. How it sounds. How the army is equipped. How the player characters' allies, if any, are reacting.
What you're doing isn't just mechanically kicking things off, though that's part of it. What you're doing is setting the scene and giving the players things to use. This matters. Setting the scene with the enemy army charging, talking about how they're heavily armored and well-equipped, and how the players' allies look like they're about to break and run, is very different than if you describe the charge as that of a massive but untrained and poorly equipped rabble, and the players' allies as confident and heavily armored themselves. In the former, players are going to write moves about finding ways to blunt the dangerous charge or work around it and encouraging their side. In the latter, players are going to write about knocking back the charge and working with their confident allies. The tone of the challenge will be very different.
Your outcomes can affect this too, of course - I talk about this on the player side, but outcomes both describe the ending and set a range of things that can happen during the challenge - but your scene text is going to be a much larger impact.
Aside from just setting the tone, though, as I said...you're giving players things to use. Cues. A lot of narration is setting up cues. It's what you do in the challenge description, it's what you do in the outcomes, and it's what you do in the scene text. You leave openings for players to fill in the blanks. You give details that they can use to expand their storytelling. You lay the groundwork, the foundation, that they will build upon to complete the story of the challenge.
That's the basics of narration in a nutshell. Look...there's more, a lot more, but narration, at heart, is doing the above...over, and over, until the game is complete. A lot of the rest is style - there are a lot of different narration styles, a lot of different priorities, and a lot of different ways a narrator can make Storium work for them. I go into those a lot in the articles below.
Above all, remember: You are narrating to help the players draw out a story. It isn't your story...it's yours and the players'. Narrate to help them write. Narrate to make things interesting for them. Your job isn't to challenge them as players. Your job is to help them as writers. Have fun, be a fan of them, enjoy what they write, and look for ways to help them bring out the themes of their characters.
For more on narration, you can see the "Storium Narration" category overall, but here are some articles I particularly recommend:
- Narrator Types
- Story Scope
- Getting the Right Cast
- Setting up a Challenge
- The Player Characters are the Stars
- Have an Ending From the Start
- Use the Characters You Chose
- Collaboration - Narrator and Players as a Team
- Challenges that Matter
- Challenges: Simultaneous or Sequential?
- Weak Outcomes are Not Punishments
- Finishing a Challenge - Uncertain Results (Narrator Role)
- Maintaining the Pace
- Tell the Story of the Characters
Zombie Hare Krishna Painting Contest Results!
Well, here they are, the official results from our Zomtober charity painting contest! All further votes will hereby officially be ignored. And, in the interest of full disclosure (and to allow for bragging rights and trash talking), I'm giving you the full results, complete with all placings and who painted what.
In fifth place, primarily due to not existing, not because the cause is not worthy, is the American Diabetes Association Zombie by Belgarath 97.
Tied for fourth place, because not everyone can win, but we love these two zombie Hare Krishnas anyway, are the Wounded Warrior Project zombie by Merek and the St. Jude Children's Research Hospital zombie by Token Gamer Chick.
St. Jude's zombie- The blood work on this one was fun- that's a hand print! He even has bloody footprints behind him- a shame we couldn't get that in the photo. |
Wounder Warrior Project zombie- so happy we ended up with a dark-skinned one in the mix- way to branch out, Merek! |
In second place is the Feeding America Zombie by yours truly, Ali Alcatraz. I still love him. When he turned, his skin turned blue, just like Lord Krishna. You know I love my puns and allusions!
And finally, the grand prize goes to:
The Army Emergency Relief Fund zombie, by Second Class Elitist!
Again, there was a beautiful thing on the back side you couldn't see- a parking meter! This city-slicking zom has recently eaten, and... is that scraps from his last meal at his feet?
Well, there you have it. Second Class Elitist will be forwarding the $50 prize to the Army Emergency Relief Fund just not in time for Veteran's Day, as soon as all of us losers pay into the kitty. Thank you very much to everyone who voted. This was really grand fun, and for a bunch of good causes. I'm going to have to talk the club into doing this again. Maybe next time we can get more people involved and really make it interesting.
jueves, 28 de marzo de 2019
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Podcast Appearances
I've mentioned before that I enjoy listening to podcasts -- especially game industry and design focused ones. I've even entertained the thought of getting into it myself, though not much became of that for a while. But eventually it led to The Argument Hour with Seth and TC. We've only done two episodes so far, and then my schedule went a little bit awry when my baby was born.
Not too long ago, I hit the podcast circuit to promote TMG's upcoming 10th anniversary, and the accompanying kickstarter for Homesteaders 10th Anniversary Edition and the New Beginnings expansion. And I've been invited on a few other podcasts in the past as well. Here's a list of all of them, mostly so I can find and share them easily. Feel free to have a listen and enjoy them!
I mentioned that TC and I have done 2 episodes of The Argument Hour:
5/07/18: In the first Argument Hour, TC and I threw down about "the Alpha Player problem," and I explained a distinction I see between 2 types of cooperative games. Afterwards we talked about Kingdomino, how it works, and the types of people who may or may not enjoy it.
6/07/18: In the second Argument Hour, TC and I got into it about different forms of "going back to the well" -- iterating on a design, honing the mechanisms, and standing on the shoulders of giants, vs lazy rehashing, or downright plagiarism. Afterwards we went over The Voyages of Marco Polo.
On 10/5/18 TC and I took a bit of a break when my son Corbin was born, but we just recorded a 3rd episode about the use of mechanics that rely on loss aversion in games, such as loans, and we mentioned a related (?) topic, scoring leftovers at the end of a game. We ran out of time to do a game review, so we skipped it this time. I'm not sure when that one will air, hopefully I'll remember to come back and link it when it does.
(podcast went live 12/3/18)
On 10/17/18 we recorded another episode about cognitive load, spurred by this blog post by Jeff Warrender. We ran long again, and couldn't really decide on a game to review, so we skipped that segment again. Since I haven't really been playing many games lately, we might just reserve the review segment until we actually have something we'd like to talk about.
(podcast went live 2/18/19)
I've actually been on The TMG Podcast several times:
5/26/17: On episode 003 I joined Lance to talk about How I got into game design, about several of my early designs, and about what led to founding TMG
6/30/17: On Episode 007 I joined Lance again to talk about the Origins convention, testing out new games, and my latest creation (that was on Kickstarter at the time), Crusaders: Thy Will Be Done.
10/27/17: On my third sit-down with Lance, we discussed Essen 2017 releases in general, and TMG's offerings: Exodus Fleet, Harvest, and Pioneer Days, with a few detours to discuss some of TMG's older games as well.
4/13/18: I was on the podcast one more time ahead of the kickstarter project for Homesteaders 10th Anniversary Edition, as well as the New Beginnings expansion. We talked about the beginnings of TMG, as well as plans for TMG's 10th anniversary, such as the revival of our launch titles, Homesteaders, and my game Terra Prime, which is coming back as Eminent Domain Origins. I also explained Ultimate Frisbee to Lance, who seemed to confuse it with disc golf :)
10/5/18: I came back on the podcast to talk about game development in general, but specifically about Belfort, as the kickstarter for the Belfort reprint (with the Expansion expansion and a brand new expansion) was ongoing.
10/8/18: Tasty Take #1: Since Halloween is coming up. Lance asked me if I like scary movies, and if so, which is my favorite.
10/10/18: Tasty Take #2: I talked about playing Eminent Domain and Dice Forge on BoardGameArena.com
And speaking of TMG's 10th anniversary...
Not too long ago, I hit the podcast circuit to promote TMG's upcoming 10th anniversary, and the accompanying kickstarter for Homesteaders 10th Anniversary Edition and the New Beginnings expansion. And I've been invited on a few other podcasts in the past as well. Here's a list of all of them, mostly so I can find and share them easily. Feel free to have a listen and enjoy them!
On Board Games: The Argument Hour
With Seth and TC
5/07/18: In the first Argument Hour, TC and I threw down about "the Alpha Player problem," and I explained a distinction I see between 2 types of cooperative games. Afterwards we talked about Kingdomino, how it works, and the types of people who may or may not enjoy it.
6/07/18: In the second Argument Hour, TC and I got into it about different forms of "going back to the well" -- iterating on a design, honing the mechanisms, and standing on the shoulders of giants, vs lazy rehashing, or downright plagiarism. Afterwards we went over The Voyages of Marco Polo.
On 10/5/18 TC and I took a bit of a break when my son Corbin was born, but we just recorded a 3rd episode about the use of mechanics that rely on loss aversion in games, such as loans, and we mentioned a related (?) topic, scoring leftovers at the end of a game. We ran out of time to do a game review, so we skipped it this time. I'm not sure when that one will air, hopefully I'll remember to come back and link it when it does.
(podcast went live 12/3/18)
On 10/17/18 we recorded another episode about cognitive load, spurred by this blog post by Jeff Warrender. We ran long again, and couldn't really decide on a game to review, so we skipped that segment again. Since I haven't really been playing many games lately, we might just reserve the review segment until we actually have something we'd like to talk about.
(podcast went live 2/18/19)
The TMG Podcast
With Lance Myxter
5/26/17: On episode 003 I joined Lance to talk about How I got into game design, about several of my early designs, and about what led to founding TMG
6/30/17: On Episode 007 I joined Lance again to talk about the Origins convention, testing out new games, and my latest creation (that was on Kickstarter at the time), Crusaders: Thy Will Be Done.
10/27/17: On my third sit-down with Lance, we discussed Essen 2017 releases in general, and TMG's offerings: Exodus Fleet, Harvest, and Pioneer Days, with a few detours to discuss some of TMG's older games as well.
4/13/18: I was on the podcast one more time ahead of the kickstarter project for Homesteaders 10th Anniversary Edition, as well as the New Beginnings expansion. We talked about the beginnings of TMG, as well as plans for TMG's 10th anniversary, such as the revival of our launch titles, Homesteaders, and my game Terra Prime, which is coming back as Eminent Domain Origins. I also explained Ultimate Frisbee to Lance, who seemed to confuse it with disc golf :)
10/5/18: I came back on the podcast to talk about game development in general, but specifically about Belfort, as the kickstarter for the Belfort reprint (with the Expansion expansion and a brand new expansion) was ongoing.
10/8/18: Tasty Take #1: Since Halloween is coming up. Lance asked me if I like scary movies, and if so, which is my favorite.
10/10/18: Tasty Take #2: I talked about playing Eminent Domain and Dice Forge on BoardGameArena.com
And speaking of TMG's 10th anniversary...
TMG 10th Anniversary Promotion
I got myself invited onto a handful of podcasts to promote the 10th anniversary of TMG, and the launch of the 10th anniversary edition of Homesteaders. Here are those appearances:
Hooked On Geek
With Greg Dixon and Stephanie
4/23/18: In episode 17 of Hooked on Geek, I talked to Greg Dixon and Meeple Lady about everything from how I got into gaming and the game industry, to my engineering background and how that relates to game design and development, to the few published games I've been able to play lately (Bunny Kingdom, Santa Maria), to TMG's 10th anniversary.
Who, What, Why
With Mike Bonet
4/22/18: Season 19, episode 1 of the Who, What, Why podcast began with me reminiscing about the biggest disappointment of my game design career thus far, a Three Musketeers themed game called All For One that I worked on with the original designer David Brain, and how that game basically launched my career as a game developer, and shaped the process I use to develop games. We talked a little about my game design blog, some of my design articles (such as the one on game end dynamics), and about the upcoming reboot of Terra Prime as Eminent Domain Origins
The Brawling Brothers
With Josh and Brandon
5/1/18: For a short segment in the middle of episode 72, the Brawling Brothers took a break from talking about The Grimm Forest and IPs in board games to talk to me about TMG and the Homesteaders 10th anniversary edition / expansion kickstarter.
The State of Games
With Chris Kirkman, Darrel Louder, and TC Petty
5/1/18: This was a long one, and we covered a lot of miscellaneous topics, but the meat of the podcast was about special, deluxe, or limited editions of games. Also, TC explains why everyone should just enjoy Avengers: Infinity War rather than be critical about it.
The Good, the Board, and the Ugly
With Joe Sallen and T.C.
5/2/18: After Joe reviewed Eminent Domain and Oblivion, I explained some of the background thinking behind both the base game and the new expansion. I also told some of my favorite amusing stories about the game, and I described my Eminent Domain Legacy tournament format.
What I'm Playing Now Podcast
With Joe Leuzzi
5/6/18: Joe interviewed me on some more obscure history, including my thoughts on role playing games, the 30+ hour holiday game marathons I used to host, and the first real game I worked on: All For One, and another of my prototypes: Alter Ego. The topic of Ultimate Frisbee came up, and I explained the challenges I see with trying to capture the feel of a sport in a tabletop game. And of course I promoted Homesteaders, New Beginnings, and Terra Prime / Eminent Domain Origins.
Go Forth and Game
With Tom Gurganus
5/18/18: I talked with Tom a little bit about the upcoming TMG titles I was working on at the time (Embark, Old West Empresario), as well as the history of Crusaders: Thy Will Be Done (and a little about the expansion I was working on at the time). Then we talked about the difference between game design and game development, and due to lack of specificity in the term "developer," I proposed a new term to replace it: "gamegineer." Next, I explained my philosophy that games ought to stand up to competitive play -- not all games are meant to, but all things being equal, a game is only better if it DOES hold up to competitive play. And finally, I offered some tips for pitching to publishers, and ran down a few of the games I'm working on (Alter Ego, Riders of the Pony Express, Automatown, Deities and Demigods, and the next TMG project I'm working on: Back To Earth)
Views From The Outer Rim
With Clive Lovett
5/21/18: Views from the Outer Rim is less a gaming podcast and more of a Sci-Fi/Fantasy podcast. I knew Clive from back in my BGDF chat days, and he invited me on to talk about my sci-fi themed games. I ended up talking about a wide variety of things on that podcast!
Older podcast appearances
Breaking Into Board Games
With Gil Hova, Ian Zang, and Tony Miller
12/30/15: Gil, Ian, and Tony asked me about how I broke into the industry, specifically into game development.
Board Games Insider - Interview
With Ignacy Trzewik
Board Game Design Lab
With Gabe Barrett
6/28/17: Gabe asked me some questions about ways to take a game from good to great.
Board Game Design Lab - Bonus Round
With Gabe Barrett
6/30/17: Gabe and I discussed the value of playing games more than once each, both as a player, and as a designer.
On Board Games
With Isaac Shalev
9/18/17: Isaac and I discussed a proposed entry into the game designer glossary he's putting together: Fragility in games (and the opposite, which would be "robust"). We discussed some older/classic games such as Puerto Rico, Princes of Florence, Container, and A Few Acres of Snow, as well as more contemporary titles such as Hanabi, Pandemic, Dominion, and others. Isaac prompted me to talk about an instance where I, as a developer, removed a source of fragility from Scoville, and we also talked about what we can do as designers to add or avoid fragility in our games.
Let's Level Up
With Rick
2/2/14: Rick asked me about my creative process, and what TMG had planned for 2014 (and beyond).
4/28/15: This SaltCon 2015 interview went into detail about Eminent Domain and the at-the-time upcoming expansion, Exotica.
A Dash of Science
With Chris Birkinbine
9/5/17: Chris had me on his not-game-centered podcast to talk about "the science of game design," creating and developing board games.
Wurfel Reviews interview on YouTube
With Alina
10/20/16: Alina prompted me with interview questions (she did her homework!) about the difference between design and development, kickstarter and what games are suitable for it, and my upcoming games.
Meeple Nation
With Ryan, Brent, and Nathan
4/27/16: The Meeple Nation guys interviewed Michael, Andy, at SaltCon 2016, which began with me talking about my upcoming games: the plan to revamp Terra Prime as Eminent Domain Origins, and my next non-Eminent Domain related game, Crusaders: Thy Will Be Done.
4/28/15: This SaltCon 2015 interview went into detail about Eminent Domain and the at-the-time upcoming expansion, Exotica.
I, Geek podcast
With Mark and Sten
11/29/15: At BGGcon 2015, I sat down with Mark and Sten to talk everything gaming... from what gateway game got me into the hobby, to inspirations for games I've designed, to a sneak peak at the games I was developing at the time.
Legends of Tabletop on YouTube
With John Haremza
7/28/17: In the summer of 2017, I was on the Legends of Tabletop to talk about my upcoming game, Crusaders: Thy Will Be Done, which was on kickstarter at the time.
Legends of Tabletop on YouTube
With John Haremza on YouTube
11/01/16: [watch again]
Arizona Public Media
11/29/15: A public radio station interviewed Karen Arnold Ewing and I about Rincon 2016, the game convention I started up in 2012. That was the last year I was the convention chair before handing the reins over to Karen and her husband Tony, who have made the convention bigger and better than I ever did!
Written interviews
Go Forth And Game
With Tom Gurganus
10/11/17: Tom got me talking about publishing Deluxified games, designing games in general, and specifically about upcoming EmDo content.
Go Forth And Game
With Tom Gurganus
4/1/14: Tom interviewed Michael and I about 5 years of TMG.
Dice Hate Me / Go Forth And Game
With Tom Gurganus
12/14/11: Tom, in conjunction with Dice Hate Me Games, interviewed me way back in 2011 about design advice, how different parts of Eminent Domain came to pass, what it was like to be on kickstarter (at the time it was less ubiquitous), and what other games I was working on, both for TMG and my own designs.
Go Play Listen
With Chris Marling
12/19/16: Chris does a series of Q&A interviews called Designer's Dozen, where he'll ask a designer a dozen questions about designers they admire, the best and worst aspects of designing, tips, and other miscellaneous design related stuff.
miércoles, 27 de marzo de 2019
(50mb)How To Download Best Pokemon Game For Android
Welcome to my channel. My name is Ashik.
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STEP BY STEP----
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