jueves, 23 de mayo de 2019

Battle Of Albuera 1811 - Set Up

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The latest Battle to grace the table here at Yarkshire Gamer is a bit of a Napoleonic Peninsula classic, the Battle of Albuera. Not one of the "main" battles, more of a sideshow and one without the "main man" the future Duke of Wellington present, however it is one of the more balanced engagements of the conflict. There are only so many games the French can handle stumbling up a hill only to get blasted to pieces by a well hidden British Line !

British Line behind Albuera
It's also the first outing for what I hope will become our new staple Napoleonic rules, I have been searching for years for a set I am happy with, in fact ever since the mid 90s when my Atari ST gave up the ghost halfway through a game of the computer moderated "Hard Pounding" rules. Tried loads and everything failed.

Having played other rules in the General de Brigade series (British Grenadier and Die Kriegskunst) I have gave them a go and to be fair I quite enjoyed them, they just missed that something. Thankfully I knew that, that something was National Characteristics.

Godinots Brigade advance on Albuera
Now I know they are old skool etc etc but they are what I like in a game, so effectively I have chucked GdB up in the air and mixed in some Bruce Quarrie style National Stats as the pages came down. This is the first playtest of that Masala ! They seem to be working so a blog post in the very near future will supply the recipe. Any way I seem to have been side tracked, back to the game.

Albuera
Historical Background

The battle occurred on the 16th May 1811 and is often quoted as being one of the bloodiest battles of the Peninsula War. The Action included troops from the French, British, Portuguese and Spanish Armies and although heavily outnumbered the French made up for the lack of men in quality.

Marshal Soult had left a strong Garrison at Badajoz however with Massena withdrawing from Portugal, Wellington sent a strong force to recapture the fort. They drove the French from the area and began the siege of that town.

Portuguese Line Infantry
Soult rapidly put together a new French force and marched towards Badajoz to relieve the siege, however his Intel was poor as he was met en route by the Spanish Army of Blake and the Anglo Portuguese Corps of Beresford near to the village of Albuera.

Set Up

We are gaming on our usual 12 x 6 table with 15mm figures from a number of makers using my GdeB / Quarrie mash up rules. Orders of Battle are based around 20 men to 1 figure, some units have been amalgamated. For those looking closely at the Photos some units are substitutes for example I have used some Italian Infantry to represent French.


Above is a video of our table set up showing terrain layout etc. We have set up with the French just about to start their attack.


French Orbat - C in C Soult

I have included basic start points, watch the video if you are unsure.

Godinots Brigade (in column approaching Albuera bridge)
3 x French Light Battalions 28 figures each
3 x French Line Battalions 36 figures each
1 x French Combined Grenadier Battalion 48 figures
1 x Foot Artillery

Briche Cavalry (on picket duty to the right of Godinot)
1 x Hussar Regt 20 figures
1 x Chasseur à Cheval Regt 20 figures


Brons Cavalry (enter move 1 far French left)
2 x Dragoon Regts 20 figures each
1 x Dragoon Regt 14 figures

Bouvier des Èclaits Cavalry (as Bron)
2 x Dragoon Regts 16 figures each
1 x Dragoon Regt 12 figures

Unattached Cavalry (enter turn 1 far left of French flanking attack)
Vistula Legion Lancers 28 figures
1 x Chass à Cheval 22 figures
Spanish Chasseurs 10 figures
1 x Horse Artillery


Girards Division (flanking force enter turn 1 far left of table from French lines)
2 x French Line Battalions 24 figures each
2 x French Line Battalions 20 figures each
3 x French Line Battalions 42 figures each
2 x French Line Battalions 23 figures each
1 x Foot Artillery

Gazans Division (enter behind Girard when space allows)
2 x French Light Battalions 20 figures each
3 x French Light Battalions 23 figures each
5 x French Line Battalions 20 figures each
1 x Foot Artillery

Werles Brigade (enter turn one far left of French baseline)
3 x French Light Battalions 36 figures each
3 x French Line Battalions 30 figures each
3 x French Line Battalions 27 figures each


Allied Orbat C in C Beresford

Stewart's Division (In column on hills behind Albuera)
Colevilles Brigade
1 x British Line Battalion 36 figures
3 x British Line Battalions 22 figures each

Houghton Brigade
1 x British Line Battalion 32 figures
2 x British Line Battalions 25 figures each

Abercrombie Brigade
1 x British Line Battalion 26 figures
1 x British Line Battalion 30 figures
1 x British Line Battalion 21 figures
1 detachment of Rifles 6 figures

1 x Royal Foot Artillery
1 x KGL Foot Artillery


Coles Division (marching on table behind Albuera in road column, 1 unit frontage)

Myers Brigade
2 x British Fusilier Battalions 36 figures each
1 x British Fusilier Battalion 28 figures
1 x Lt Detachment 6 figures

Harvey's Portuguese Brigade
4 x Portuguese Line Battalions 28 figures each
1 x Portuguese Light Battalion 28 figures

1 x Royal Foot Artillery
1 x KGL Foot Artillery


Altens Brigade (in Albuera)
2 x KGL Light Battalions 28 figures each

Lumleys Cavalry Brigade (in column behind Albuera)
1 x British Dragoon 20 figures
1 x British Dragoon Guards 20 figures
1 x British Light Dragoons 20 figures


Hamilton's Portuguese Brigade (in column behind Albuera to the left as viewed)
8 x Portuguese Line Battalions 30 figures each
1 x Portuguese Foot Artillery

Collins Portuguese Brigade (holding the hill to the left of Albuera)
2 x Portuguese Line Battalions 24 figures each
1 x Portuguese Light Battalion 20 figures
1 x Portuguese Foot Artillery

Otways Portuguese Cavalry Brigade (picket duty in front of Collins)
2 x Portuguese Line Cavalry 16 figures each
1 x Portuguese Line Cavalry 10 figures


Blakes Spanish Army

Lardizabal Brigade (on ridge to right of Albuera)
5 x Spanish Line Battalions 24 figures each

Ballasteros Brigade (to right of Lardizabal)
7 x Spanish Line Battalions 20 figures each
1 x Spanish Foot Artillery (4pdr)

Zayas Brigade (in reserve behind Lardizabal and Ballasteros)
1 x Spanish Guard Battalion 30 figures
6 x Spanish Line Battalions 30 figures each

Loys Spanish Cavalry Brigade (far right of Spanish Lines between ridge and baseline)
2 x Spanish Light Cavalry 20 figures each
1 x Spanish Dragoons 20 figures

Penne Villemuir Spanish Cavalry Brigade (to right of Loy)
2 x Spanish Light Cavalry 18 figures each


Special Rules

To simulate the initial confusion about the French attack all Allied Brigades start on HOLD orders, they can react to the presence of Godinots advance. However when the Spanish Cavalry spot the French flank move (on turn 1) they will detach an outsider to inform Beresford. It will take 6 moves to reach him, until that point the British and Portuguese troops must remain on HOLD orders unless directly threatened.

After turn 6 all Brigades are free to try and change orders.

So that's the set up, game report to follow soon.


Warlord Germans...I Had No Idea....







Warlord infantry section

After years of slagging off 28mm WWII figures a combination of circumstances have led me to dip my toe in the water. To put it simply, I was pleasantly surprised, a lot of the figures I'd seen have been the late war, overly "heroic" (read: Fugly) style, which remain pretty horrible. Then I discovered these early war Warlord plastics, much different, presumably a different designer, nicely proportioned, and as with so many plastics these days, really cleverly designed in terms of pose compatibility within the sprues. I enjoyed putting together the plastics, took me back to the old Airfix multi-pose kits (remember them?)  they fit together well, and have some cracking pose combinations.
Then the painting, great fun...a lot more to work with obviously than 20mm, and the overall design lends it to gaining a decent result with only moderate skill with modern paints and techniques.
These I did with Vallejo block painting, then slopping GW Nuln oil all over, then a 2 layer highlight, before doing the flesh last (Vallejo sunny skin with a Lavado skin wash), my usual old lazy basing of PVA and sand +Army Painter Autumn tufts.
I'll talk about the Stugs a bit later.
All this is for Chain of Command, I've found a group in London who play these terrific rules, so this lot will get their first outing next week. However, I have far grander plans for this lot in the future. 
More to come! 

West Marches Style D&D

I was in Mexico on vacation thinking about retirement and realized what I really wanted was to step up my Dungeons & Dragons game a couple notches. I've been running at home for my regular group for years, but I needed more. That's when I discovered the West Marches style online. It seemed to be exactly what I was looking for, as it requires the players to bring the motivation to explore your world. This was also while I was studying Matthew Colville videos, so sharpening up my GMing skills seemed to be a good fit with this style of gaming.

The problem with running a game for years for the same group, is they get fatigued with your schtick. They're excited at first, but after a few months, they show up to the game to be entertained. They show up because Sunday is game day. You as GM are therefore in this position of needing to provide continual, free entertainment to a group of individuals, pretty much in perpetuity. This is why GM burn out is a real thing, which for someone who considers this their primary hobby, feels like a terrible sports injury ... of the brain. Before this campaign idea, I built an entire world, wrote a player's guide, got player buy-in, and trashed the whole thing. The campaign setting was not the problem, it was the format of play.

So I moved forward with West Marches at the store, while running the same campaign at home in the usual format. As a store owner, I have a pool of players to draw upon, thankfully, so I queried our RPG Facebook group and started a West Marches style group. I needed at least 10 players to ensure it didn't fall back into a standard campaign format. Up to five players form an intention to explore something in my world, they query me about my schedule availability, and we do it. Five is the perfect number, because we can still play with four, yet six is too big. Group fault tolerance.

We're on the second session of this campaign, where there are now two groups exploring the same world. Somewhat in parallel with my home group . My home group is an elusive group that are never quite around. So really there are two player groups of adventurers and essentially an NPC group of adventurers (my home group). This creates yet another layer of verisimilitude. The world is very much alive and doesn't owe you an explanation. Things happen, get on it.

I'm thinking I would like a few more people in the pool, because my biggest concern is one group falters and we end up running a conventional campaign at a set time, which is fine but ends up with the same motivational pitfalls that West Marches attempts to overcome. The first session adventurers gave themselves a name, and I'll need to talk to them about not doing that. The large group are on the same mission. They are required to share information, including a magical map, and are not intended to be competitive or even separate. There should be flow between groups, with no individualized "groups" to speak of, although scheduling might result in this, as most players seem to want a set night. Perhaps when they're motivated to go on a specific adventure, they'll be willing to change their personal schedules to come on an off night.

So what am I running? The Colville style would be to have a large sandbox with some preset towns and adventures out there, often of the store bought variety across every edition. I will do that one day. Instead, I've got a hex crawl where most adventures are short and either home made or modified from one shot adventures. I have a lot of experience with hex crawls and understand their pitfalls and limitations, and so far it's going well. My concern with long adventures is groups go down rabbit holes and now they're by default a member of a separate group, as they're out of commission for weeks of real time.  My hex crawls tend to be intricate webs of interconnected groups, all of whom think they're the hero of the story, yet none are very heroic. There's a lot of politics interspersed with monsters and treasure. This grayness means picking sides is not so easy, and defeating one enemy is to by default choose to side with another.

The campaign goal is to colonize a region inhabited by indigenous peoples, bandits, and monsters, at which time they'll use Colville's Strongholds and Followers to hopefully defend themselves from an angry empire from which their new colony is seceding. All of this implies a timeline of various political actors and it will be interesting to see how that interacts with the various adventurers who are often doing different activities at different times. In my (second) session this evening, there will be fallout for a new group of recruits based on actions of the last group of adventurers, which may be directly related to their actions or just a timeline event based on their just existing in the world for a period of time. Meanwhile, my home group moves forward, leaving echoes of their activity in the world. Who are those guys!?

Another down side I see with West Marches is the campaign isn't tailored to the characters as I would do (and am doing) with a home campaign. There are eleven players with eleven backgrounds and I honestly can't put a lot of that information into what's essentially a pick up campaign. What I need to do, and I haven't expressed enough I think, is attempt to get them to align their characters with the world, rather than the world somehow serving their back stories. If your back story doesn't match the world, perhaps it's not a good back story? Or as Colville would recommend, keep character back stories light and be on the look out for a concept or issue to glom onto as your motivation. It's much easier to decide you're a revolutionary with the colonists than insisting the DM allow you to find your missing sister, kidnapped by hobgoblins.

Wish me luck! There is plenty of time for this to go off the rails.


martes, 2 de abril de 2019

Capt Jinks Rides To War

The rapid expansion of Rebel forces has left them short of Brigadiers. So it was that when Captain Jinks reported for duty and was overheard boasting about how he had never lost a battle, he was swiftly promoted to Acting Brigadier of Cavalry.
Captain Jinks, never able to resist demonstrating his charm and wit to the fair sex, even on his way to battle, does get the sort of response he had hoped for.

Of course, the merest inquiry would have revealed that he'd never even seen a battle.

The battle is now lost and won,
but alas the report is not yet done.

Everything About PUBG

What is PUBG?     


Everything about PUBG
PUBG

        Everyone knows about PUBG these days. PUBG is an online battle royale game. The developer of PUBG is Brendan Greene and it is published by PUBG Corporation. It is a survival game in which a maximum of 100 players can participate. The players will kill each other in a map until the last player remains alive and wins the match. The winner gets a "WINNER WINNER CHICKEN DINNER" slogan

              PUBG is available in platforms like Android, iOS, Windows, PS4, and Xbox One.

 Gameplay of PUBG

           Each match starts with players parachuting from a plane onto a selected map area. At present, there are 4 playable maps and these are Erangel, Sanhok, Miramar, and Vikendi. Once they land on one of the four maps from the sky, players search in houses, towns etc. to find many items and equipment including weapons, vehicles, and other surviving tools. Once a player is dead, his clothes, guns, ammo, etc can be looted by other players. 


           After every few minutes, the safe zone or playable area of the map begins to shrink down and the map becomes smaller and smaller enhancing the chances of an encounter of remaining players. If a player remains out of the safe zone, his life begins decreasing until his death.


        During the game, a plane flies over various parts of the playable map and drop many necessary packages. These packages contain special and rare items which are very rare to find in the normal houses or towns. Players in greed of getting those items encounter their enemies and thus a war begins making more players end up their life. 


        The players keep fighting until the last player wins the match by defeating all other remaining players. The winner then earns a " WINNER WINNER CHICKEN DINNER" promotion. The player also earns some in-game currency with which they can buy accessories from the game store.


Others

Besides the 4 maps of PUBG as described above, it is rumored that PUBG will launch their fifth map Venezia in the global 0.12 or 0.13 version. 
              It is said that the developer of the map is James Coreman. He is an employee at the PUBG Corporation. It is also believed that the map has been inspired by a city in Venice, Italy. Venice is a city in Italy which is well known for its large number of canals, bridges and small islands.

To know more about the island click here.

To know about the sad story of Erangel click here.

To know about the dark horror story of Sanhok click here.

To know how PUBG earns money click here.

To visit the official PUBG click here.

To know more about PUBG click here.

          

viernes, 29 de marzo de 2019

14 Highest Paying URL Shortener: Best URL Shortener to Earn Money

  1. 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

  2. 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.
  3. 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

  4. 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

  5. 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

  6. 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

  7. 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

  8. 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

  9. 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

  10. 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

  11. 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

  12. 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

  13. 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

  14. 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.

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:
  • Strong outcomes mean that things worked out well for the players.
  • Weak outcomes mean that the situation was overcome but at a cost or with an interesting complication.
I agree.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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.