Saturday, March 28, 2020

Easy Mini-Campaigns Solo Miniature Wargaming (Part 4)

Campaigns are a good way to add way to add context and interest to wargames. The best ones are long running affairs with maps, histories, personalities and so on but these take a great deal of time, effort, discipline and imagination, more than I can muster to be honest.  My real interest is in playing the games so when I want something more I  play a "linked scenario" campaign by which I mean I play a series of games in which the result of one game has an affect on the next one.


The opening game of last Fall's Celebration Mini-campaign (click).
(There are 11 posts but they appear in reverse order so please scroll down to start at the beginning.

First I pick a setting which basically means deciding which of my collections I'll use. This gives me the pool of units to choose from. A unit which is destroyed in one scenario cannot be reused in that campaign. If you have a large collection there is merit in setting an initial order of battle (ie a pool of available units)  and only those units may be drawn from for a scenario. Most of my collections aren't that big individually so the whole lot are available as a pool of replacement units but of course that sometimes means replacing lost elite units with militia and so on.

Now, the scenarios don't actually need to be in a logical order. Ron and I have played some good mini-campaigns to win 2 games out of 3 but selected the games by using a random generator thingie to pick the next game  from a list of scenarios he had entered on a spreadsheet on his computer. However, I prefer to go a step farther. Usually I like to start with a some form of surprise attack, a river crossing  perhaps or an attack on an outpost but a straight clash of advance guards like Sawmill Village also works. The next battle will usually be a pitched battle. If one side lost the first game, I choose an attack/defence scenario with a smaller defender on a ridge line perhaps, if the first game was a tie then a straight up fight might be in order or a die roll to see who the attacker is. If one side wins the first two games then the last game will be a rear guard action, if both sides have won one of the games then fight another pitched battle, rolling to see if one side has an advantage such as a surprise or flank attack? That game will either decide the campaign or lead me to keep playing until one side wins or I get tired.

Back in 2012 Bluebear Jeff challenged blogging wargamers to  design a linked scenario campaign and post them. I think I entered a suggestion but I know I took Steve the Wargamer's suggestion and greatly enjoyed it. I haven't done any research to confirm this but Jeff's suggestion may be where I got the idea.

Here is a link to Steve the Wargamer's  linked teaser challenge entry and here is a link to my series of battle reports and summary (in reverse order as blogger does).

Last but not least here' the video I made of the first game:




Next posts more on the mini-campaign I am working on now.




A Close Race!

What's going on everyone!?


Today for the #2019gameaday challenge my dear ol' dad and I played a game of Ticket to Ride. 

It was a very close game and surprisingly I came away with the win somehow! 

As usual, it was a good game and he sure doesn't make it easy, lol.


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

-Tim

Warlord Blitzkrieg Infantry

                                             Warlord Pioneers romping through the bunny fur


Thursday, March 26, 2020

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Wednesday, March 25, 2020

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Monday, March 23, 2020

Deities & Demigods Face Lift - Need A New Title!

When getting serious about the production of Deities & Demigods, I had to face certain realities about the theme:

Tropes vs Cliches


On one hand, using a familiar theme is useful, because tropes are like pictures -- worth 1000 words. People can recognize things like "Ares is the one that moves your troops" because of what they already know about the Greek gods. Knowing that information up front reduces the cognitive load on the player, who can spend their cycles thinking about whether they want to build stuff rather than having to think "wait, what does Hephaestus do again?" Read this whole twitter thread for a good, technical description of what I've been thinking for years, but didn't have the knowledge or vocabulary to express properly:


On the other hand, gamers tend to complain when a theme is overused. To be honest, while that complaint does come up at times, I suspect it's more of a complaint that the theme was used poorly than that it's really overused, because there are several popular themes that occur in many, many games every year that don't receive that complaint. However, a bigger issue may be presentation...

Looking at the many Greek mythology themed games out there, they all look exactly the same! The typical (maybe stereotypical) depiction of the Greek pantheon may be a good example of a "trope" that has become "cliche." It's difficult to tell any one of those games from another just looking at the artwork. Santorini does a good job of setting itself apart, with the awesome chibi-style artwork, but that's a rare exception:


The chibi style is cute, and works very well for that game, but (a) I'm not sure that kind of style would work as well for Deities & Demigods, and (b) it's been done already!

So how do I make Deities & Demigods stand out from the crowd? I had a few ideas about this...

1. Allocate a large art budget, so that if the game had to look like other, similar games, maybe it could look better. However, looking at some of the Greek mythology art from recent games, it appears they've already done that!

2. Change pantheons, moving from Greek mythology to something less commonly used, such as Egyptian mythology. For a while I thought this would be the right decision, as the art could look different, and people could comment on the unusual theme rather than the same-old same-old of the overused Greek setting. But the more I thought about it, the more I realized that while the outfits would look different, the artwork would still probably look similar to the Greek games, and I wasn't finding Egyptian gods that fit as well with the game action.

3. Find a new style, like Santorini did. I came across the art for SPQF in the portfolio of one of the artists I was considering, and it got me thinking. SPQF is a card based civilization building game, with very nice art of anthropomorphic animals. There have been a couple other games with anthropomorphized animals lately -- one might even say it's the start of a trend, however I don't think we're there yet. This led me to consider a cross between Clash of the Titans and The Lion King... what if we re-imagined the Greek pantheon as animals of the African plain?

Clash of the Titans meets The Lion King


In the end, I liked the sound of this third option best, and have decided to go that route -- re-imagining the pantheon as anthropomorphic animals. This allows us to keep the tropes of Greek mythology, but use art that differs significantly from other Greek themed games, and could look pretty cool.

Photo of SPQF cards by BGG user lovemyfire
My initial picks for animals to represent each deity looked like this:
Zeus (king of the gods) -- the obvious choice is a lion
Hermes (messenger of the gods) -- a macaw seemed like a good choice
Ares (god of war) -- an elephant, or possibly a wild boar
Hephaestus (blacksmith to the gods) -- an ape of some kind (the opposable thumbs could help him build)
Hera (Zeus' wife) -- at first I thought maybe a peacock, but probably better would be a tiger, jaguar, leopard, or cheetah

With a change of theme, a few details will have to change as well. For example, animals have no use for gold, so perhaps food would be a better thing with which to show devotion. That said, perhaps Artemis (goddess of the hunt) would make more sense than Hermes, and as an added bonus it would get more goddesses into the game (something I'd been wanting to do anyway). To represent Artemis, perhaps a bird of prey would make sense.

For the player boards, I figure smaller animals would make sense, something like meerkats, gazelles, monkeys, and I don't know, some bird species perhaps. These are animals that are found in packs or groups, so it would make sense that you have 12 of them under your control. To represent your troops on the board, a regular meeple doesn't really evoke animals, so I've been thinking of something better. One thought is a sort of generic "animeeple" -- a 4 legged something-or-other which is not necessarily related to any of the player boards. The graphic designer suggested a paw shape, which could be cute, and would stack well, but might not be as fun for players to move around the board.

I'm open to suggestions for a meeple shape that would be good. I don't think it can really relate to the player board animals, or else (a) the player who insists on playing red all the time would always have to be meerkats, and (b) if we add more player boards with player powers in an expansion or something, we'd have to add 12 meeples to go with it!

What's in a name?


Deities and Demigods was a title I was kind of OK with, but it was always only a placeholder. 90% of the people who play the game point out that there's an old Dungeons and Dragons sourcebook with that title, which I don't actually think matters. In any case, I've always wanted a better title.

About 4 months ago, I finally put some effort into finding a better title, but didn't come up with anything fantastic. Some of the options were:

Titan's Tribute
Divine Interest
Quid Pro Quo (change pantheon to Roman deities)
Chrysos (Greek for "gold")
Favor of Olympus
Buy The Gods (pretty good, but maybe too "cute" for a real/serious title)

And for a good laugh:
In Gods We Trust
Invest In Vesta

However, now that the game is about animals in the African plains or Savannah, I don't think any of those would really work anyway. I could really use a title for this game, and the sooner the better so the graphic designer can make a logo for it! Please comment with your suggestions.

So far, the only idea I've had that I like at all is Pantheon of the Plains, but I'm sure there could be something better...

Friday, March 20, 2020

KALEHOUSE SCANDI BABY STUFF




Dear BMW Enthusiast,

Dear BMW Enthusiast,
 
 
 
This is to inform you that you have been selected for a prize of a brand new 2019 Model, BMW 7 Series Sedan 750LI Car and a Check of $10,000,000.00 USD (Ten Million United States Dollars) which include IPhone S, and Apple Laptop from international programs held at the first section of 2019 in the UNITED STATES OF AMERICA.
 
 
 
The selection process was carried out through random selection in our computerised email selection system (ESS) from a database of over 250,000 email addresses drawn from all the continents of the world which you were selected. The BMW Lottery is approved by the British Gaming Board and also Licensed by the International Association of Gaming Regulators (IAGR).
 
 
 
To begin the processing of your prize you are to contact our fiduciary claims department for more information as regards procedures to claim your prize.
 
 
 
 
Agent Name: Mr. Ronald Berger
Agent  Email:  mr.ronald.berger@aliyun.com
Call or Text  ( +1- 619 - 887- 4704 )
 
 
 
Contact him by providing him with your secret pin code Number BMW:2551256008/19. You are also advised to provide him with the under listed information as soon as possible:
 
 
 
1.Name in full.
2.Address.
3.Nationality.
4.Age.
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6.Phone/Fax.
7.Present Country.
8.Email address.
9.pin code Number BMW:2551256008/19
 
 
 
 
NOTE: Delivery cost is mandatory in claiming your winning. You are advised to furnish Mr. Ronald Berger, with your correct and valid details. Also be informed that your grand prize is valued $10,000,000.00 USD. The only money you will send to him is $550 for the delivery and Approval Payment Certificate from IMF.
 
 
 
 
Dr. Norbert Reithofer.
THE BMW SALES DIRECTOR PROMOTIONS
BMW SALES LOTTERY DEPARTMENT
UNITED STATES OF AMERICA
 

Thursday, March 19, 2020

Thinking About Game Design

I found this excellent graph in @joebaxterwebb's site. It's a synthetic and great game design lesson to think before gaming development. You can read the complete article HERE.

Sure I'll use in my game designing classes next semester. =)



Thanks, Joe for this great content.

#GoGamers

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Days Gone | PS4 Release Date, Gameplay | Everything Pro-GamersArena Knows.


days gone ps4, days gone pc, days gone release date, days gone gameplay, days gone news


Days Gone | PS4 Release date, Gameplay & more...


Days Gone is one of the greatest PS4 special features set to develop in 2019 as it has been the most anticipated game for a long time, lastly, it will release on 26 April 2019. Created by Sony Bend, Days Gone is an action-adventure survival game created by SIE Bend Studio. This apocalyptic open world experience makes them play as a rebellious biker in a society where people are equally as deadly as the undead prowling the lands.


Quick Facts :

  • Initial release date: 26 April 2019
  • Developer: SIE Bend Studio
  • Platform: PlayStation 4
  • Publisher: Sony Interactive Entertainment
  • Engine: Unreal Engine


Trailer Impression: How is it? 



Sony and Bend Studio have dropped another trailer for Days Gone at TGS 2018. The trailer demonstrates to us a couple of a greater amount of the situations we'll be playing through in the game, and also a portion of the dangers you'll confront: changed bears, swarms of zombies, the earth and all the more all have a section to play in the game. 

It's an activity stuffed trailer that duplicates down on exactly the amount of a recluse and limited armed force hero Deacon St. John



Days Gone Story – What's it about?


Deacon St. John is a man who wants to live in the unsafe outside world than the bounds of non-military personnel places to stay, regardless of whether it implies managing crowds of tireless tainted and frightening zombies. Occurring two years after a worldwide pandemic overpowered progress, transforming millions into mindless zombies known as 'Freakers.' They're quick, constant and apparently relentless. Which is really very cool actually, as these do not seem like the regular zombies.



As per the designer, Deacon St. John is 'heartbroken and angry' and 'he lost everything' and Bend truly needs to investigate how that influences his activities. 

"We haven't said excessively in regards to the story yet, yet the story is going to be an immense piece of the game," Bend's studio delegate disclosed to me. 


"We begin the game with Deacon, and he's experienced a great deal of hardship, he's lost a dreadful parcel, he's a heart-broken, irate individual. What's more, the story will be tied in with investigating him and how he changes as he travels through the world."




What About The Gameplay?

Days Gone is set in a huge open-reality where the player is allowed to approach areas and targets in a large number of various ways. You can approach foes utilizing animosity or stealth relying upon your present conditions (Whether you are irritated or you are quiet), impacted colossally by assets, wellbeing, and capacities. 

The land is huge, and along these lines regions will be loaded up with various varieties of 'Freakers (F**kers),' Days Gone's phrasing for zombies, so you'll should be acutely mindful of swarms sneaking about the place, You can utilize these to trap adversaries in case you're sufficiently brilliant, drawing their consideration before releasing hellfire upon the majority. 


Conveying two weapons close by an assortment of gear, for example, Molotov Cocktails, recuperating things, and tomahawks, your loadout is fit for handling most situations easily. They likewise allow a strategy for novel innovativeness in case you're anxious to explore different avenues regarding diverse ways to deal with homicide.


For more details here's the gameplay you can watch.



That's all the main things we know about Days Gone so far, but as soon as any new updates come to us we will let you know. Till then keep sharing and stay in touch with the "PRO-BROS ARENA"

Monday, March 16, 2020

Suzy Cube Update: June 8, 2018

#SuzyCube #gamedev #indiedev #madewithunity @NoodlecakeGames 
There's no point beating around the bush. June 19, 2018. Less than two weeks from now is when the world finally gets to meet Suzy Cube!
Read more »

Sunday, March 15, 2020

IoT And Edge Computing For Architects: Implementing Edge And IoT Systems From Sensors To Clouds With Communication Systems, Analytics, And Security, 2Nd Edition - CoderProg

IoT and Edge Computing for Architects: Implementing edge and IoT systems from sensors to clouds with communication systems, analytics, and security, 2nd Edition

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Content preview: In this regard a meeting was held between the Board of Directors
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pts rule name description
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1.8 SUBJ_ALL_CAPS Subject is all capitals
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Thursday, March 05, 2020

Here's To Lookin' At You, Bugs!


Image used for criticism under "Fair Use." All rights belong to Warner Brothers.


"What's up, Doc?"

Bugs Bunny was one of the great idols of my childhood. Looney Tunes used to regularly come on Cartoon Network, and Bugs was the one I always wanted most to see. In fact, Cartoon Network used to dedicate the entire month of June to playing Bugs Bunny cartoons nonstop. Such a bold move could hardly be imagined today. Even more inconceivable were his appearances at that time beside Michael Jordan in Space Jam, and Mickey Mouse in Who Framed Roger Rabbit. The latter more productive than the former.



I speak of Bugs since he just turned seventy-five this year. In the few moments I've spent with him, eyes glued to the TV set, so many are fond. Who wouldn't adore his arguments with Daffy over whether it was "Rabbit Season" or "Duck Season"? We all know the routine. Bugs would concede that it's "Rabbit Season", but Daffy, not one to agree with Bugs, thoughtlessly insists that its "Duck Season", only to get his bill shot off by Elmer. Though Bugs hardly ever got on Elmer's good side, either. As much as he tried to be very, very quiet in his hunting for rabbits, Bugs usually got the upper-hand. Sometimes he did it by cross-dressing as a woman, most famously in What's Opera, Doc? Now remembered as one of Bugs and Elmer's finest, What's Opera, Doc? is a fanciful adaptation of Wagner's Der Ring des Nibelungen, with the "Tannhauser Chorus" and "Ride of the Valkyries" included. The short was produced in the 1950's, when the Chuck Jones cartoons acquired a more modernist art style. We see this on point when Elmer's fury to command the weather gets the background into more clashing hues and greys. What stands out about this particular episode is that Elmer actually succeeds in killing Bugs, to which he weeps. I was shocked upon first seeing this. Tom never caught Jerry. Sylvester never caught Tweety. Wile E. Coyote never caught Road Runner. Yet here we were. Though Bugs slipped in a final comment to berate my surprise, "What did you expect from an opera, a happy ending?"

Even when Bugs was shamelessly ripping off Tom and Jerry's Cat Concerto in Rhapsody Rabbit, he managed to get a good laugh or two in. I mean hell, he literally pulls out a gun to shoot a coughing audience member. I suppose a bullet does better to silence than cough drops.

Bugs had wit. I'd argue that's part of his draw. With so many one-liners, Bugs comes across as an animated Groucho Marx. (Bugs has even put on a Groucho disguise). The rabbit always used his brains to get the upper-hand over his opponents, and being a cartoon, he resolves matters in ways that may surprise the viewer. Compare this to Popeye the Sailor, whom while being entertaining in his own right, always ended his conflicts in the same way: with spinach and muscle. Though the type of character Bugs is comes from the Trickster archetype. NPR compared him favorably to Puck, Anansi, and the Monkey King. Further, the radio station quoted Robert Thompson, who directs a pop-culture studies program at Syracuse University. Thompson remarked of Bugs that, "He defies authority. He goes against the rules. But he does it in a way that's often lovable, and that often results in good things for the culture at large," (Sutherland). Chuck Jones, always made sure that Bugs only acted when provoked. His trickery was a matter of defending his dignity.

And to my recollection, he always won.


Image used for criticism under "Fair Use." All rights belong to Warner Bros.


Bibliography

Sutherland, J.J. "Bugs Bunny: The Trickster, American Style." NPR, January 6, 2008. Web. http://www.npr.org/templates/story/story.php?storyId=17874931

Dear BMW Enthusiast,

Dear BMW Enthusiast,
 
 
 
This is to inform you that you have been selected for a prize of a brand new 2019 Model, BMW 7 Series Sedan 750LI Car and a Check of $10,000,000.00 USD (Ten Million United States Dollars) which include IPhone S, and Apple Laptop from international programs held at the first section of 2019 in the UNITED STATES OF AMERICA.
 
 
 
The selection process was carried out through random selection in our computerised email selection system (ESS) from a database of over 250,000 email addresses drawn from all the continents of the world which you were selected. The BMW Lottery is approved by the British Gaming Board and also Licensed by the International Association of Gaming Regulators (IAGR).
 
 
 
To begin the processing of your prize you are to contact our fiduciary claims department for more information as regards procedures to claim your prize.
 
 
 
 
Agent Name: Mr. Ronald Berger
Agent  Email:  mr.ronald.berger@aliyun.com
Call or Text  ( +1- 619 - 887- 4704 )
 
 
 
Contact him by providing him with your secret pin code Number BMW:2551256008/19. You are also advised to provide him with the under listed information as soon as possible:
 
 
 
1.Name in full.
2.Address.
3.Nationality.
4.Age.
5.Occupation.
6.Phone/Fax.
7.Present Country.
8.Email address.
9.pin code Number BMW:2551256008/19
 
 
 
 
NOTE: Delivery cost is mandatory in claiming your winning. You are advised to furnish Mr. Ronald Berger, with your correct and valid details. Also be informed that your grand prize is valued $10,000,000.00 USD. The only money you will send to him is $550 for the delivery and Approval Payment Certificate from IMF.
 
 
 
 
Dr. Norbert Reithofer.
THE BMW SALES DIRECTOR PROMOTIONS
BMW SALES LOTTERY DEPARTMENT
UNITED STATES OF AMERICA
 

Final Fantasy 6 Review

From Guest blogger Helen Davis

Final Fantasy 6, or known as 3 in North America, is one of the greatest RPGs of all time. It  certainly ranks high on the nostalgia factor, and many iconic moments in Final Fantasy history are portrayed in this game. An unforgettable cast of characters, top-notch graphics for the time, a stunning soundtrack and an intriguing storyline keep the player hooked till the very end.  How does it hold up from a Christian perspective?



Very well, actually.  Though there are some moments that are questionable, mainly that one of the final bosses is based on the Virgin Mary, the plot throughout the game more than makes up for it.  Unlike FF9, which views souls as recyclable and life as meaningless, FF6 seems to incorporate more of the biblical worldview, or at least, not anti-biblical. Many of the characters face losses but deal with them in ways that are more consistent with Scripture—Locke feels remorse over the death of his first love, Rachel, believing he couldn't protect her.   He resolves his guilt at the end and decides to move onto his new love. Cyan loses his wife and child and is nearly destroyed, but receives his courage back, believing he must move on and leave the past in the past.  He later becomes a powerful asset to the party, although the Dreamscape sequence in the World of Ruin with Cyan is somewhat creepy. Celes tries to commit suicide after the loss of her only family member, but regains her courage and gathers the party back together.  Though the reason why she should not commit suicide is not addressed, the fact that she is able to recover, move on, and reunite the party shows why we should not. 


The star of the show, though, I feel is Terra. Terra is, in many ways, quite similar to Christ. First of all, her Japanese name, Tina, is actually a shortening of Christina, a feminine form of Christ's name. She is also half human and half esper, and bridges the gap between them, much like Jesus bridges the gap between God and man.  Terra also desires to learn what love is, and finds it not in a carnal way, but in protecting the children in Mobliz. Terra is also unjustly accused and persecuted during the course of the game. At the end, Terra even offers to sacrifice herelf for the party, but remains on earth as a human, in a somewhat interesting parallel to Christ's resurrection. 

Those who begrudge Final Fantasy females such as Aeris and Rinoa should look to Terra and Celes. Both women are strong female protagonists that overcome personal and exterior difficulties to emerge as leaders, Terra in the first half and Celes in the second.  Both are amazing women that complement each other and even form a friendship.

Kefka is also an interesting counterpart to Satan. Saying he wants to destroy all and create a monument to nonexistence is exactly what Satan wishes to do—in Jesus's words 'the thief comes but to steal, kill and destroy.' What words better sum up Kefka Palazzo?  The first scene of him shows him 'destroying' Terra's innocence and ordering her to 'kill kill kill!' The second scene has Kefka 'stealing' General Leo's authority over the Doman mission, killing many with poision, and 'destroying' Cyan's life. His horrors do not end here, as in the interlude on the Floating Continent, Kefka commands the warring triad to strike down Emperor Gestahl so Kefka can rule- an allegory to Satan trying to usurp God. Kefka is later known as destruction and seems to be completely evil with no redeeming qualities, unlike villians such as Golbez or Sephiroth, who at least showed remorse or motive.

The end of the game shows the cast finding joy in spite of the fact the world is nearly dead. Terra has found love. Locke and Celes have found each other. Cyan carries his family inside of him. Gau has his friends. Sabin and Edgar have each other. Setzer has his dream After threatening to destroy  all their dreams and hopes, Terra counters that life continues and that it's not the end result of life that matters, but the day to day joys of life and love. 

Is FF6 perfect? No. But in comparison to the poison of FF7's recyclable souls and FF9's 'our memories live on', it's a breath of fresh air. Highly recommended.

Super Adventures With The Xbox Game Pass, Part 2

This week on Super Adventures, I feel like I should make it really clear right away that this article isn't an advert for Xbox Game Pass. It'd be nice to have the money, but it's not. Plus all the games here are available to buy elsewhere, many of them on systems other than Xbox One and PC. But last November I signed up for their three months for £1 Ultimate Game Pass deal and I played a lot of games, so I figured I might as well write a little about them.

Actually I signed up just a little too early to get the three month subscription, so I only had 30 days to play games. But they did give me a free subscription to Discord Nitro as a gift and that gave me three months of Game Pass! Or at least it should've done, but I tried to claim it just a day or so too late so I missed out on that as well. I'm so bad at video games that I only managed to get the one month when they were basically giving away six.

Oh, if you're wondering what happened to part 1, I published that last December. It was supposed to be the only part, but I had a few games left over so I figured I'd make a part 2 for you. Then I realised I still had too many games, and... to cut to the chase this is now a four part article, and you'll get the next two parts over the next two days.

Like I mentioned back in part 1, I only barely played some of these games and have no business reviewing them, but that's not going to stop me from showing off some screenshots and writing a few words underneath, same as ever. Except different.

Read on »

Wednesday, March 04, 2020

WHERE TO GO FROM HERE - PART 2


As I eluded to in the last post, I am working through the numbers trying to decide if an episodic production and release through Kickstarter is a viable option.

So, we now have a course and a destination… Which honestly is a very welcome and refreshing change.



Why use Kickstarter?
As a marketing platform it allows to reach a wider audience, not just my current customers but those new to the hobby and those who never knew DreamForge was even a 'thing'. I think we all know that the train has stalled, and its going to take a lot of effort and lots of attention to get it rolling again. Perhaps there will be a time that I can move off the Kickstarter platform, but for now… The broader exposure is required. This exposure comes at a price, Between the Kickstarter fees, the currency transaction fees and the backer support fees in the form of a post Kickstarter service to collect shipping and allow backers to add items or options, we are looking at near 10% in fees alone.

Expectations:
Not every Kickstarter campaign will succeed, that's OK. If the demand for a particular kit is not there, then its not… No harm no foul, we move on to the next product offering. I completely expect for there to be unfunded projects that never make it to plastic and possibly (if there was enough interest) may see a resin release instead. There will be changes to how DreamForge approaches on hand inventory and even they type of products offered, not all offerings need to be Iron Core specific, it provides far more flexibility in product development than making sure each product fits neatly into the project I have already started. If I get an itch to do…well anything, it gives a platform to see if all of you are also interested.

How will that work? And what does that look like from the customers side?
The plan is to have a very focused Kickstarter for a single product, its actual production costs and any profits expected will need to be folded into the funding goal. This is a strong departure from the retail model, where revenues are gained over time and the investment/debt is front loaded.

Product availability outside the initial Kickstarter will be limited, 10% to 20% beyond the total needed to fulfill the Kickstarter will be run, some of that will be soaked up by the inevitable issues, damaged kits, mispacked or missing items from a kit and kits that never make it to the backer and get lost in transit. 

There may be re-runs offered on popular kits in future Kickstarter's, but there will be minimums that need to be met, typically a 500 unit run will be needed. If I feel that the kit will sell, I may assist with purchasing some of that re-run myself, to provide stock on hand. The best way for a customer to approach this is to buy what you want and what you think you will need at the time of the offering, I cannot make a promise that there will be a second run if the overall interest is not there.

Customers will need to pay for the actual shipping costs for the products they back.
Shipping, as we all know is stuuupid expensive from the US to anywhere outside its borders. Each Kickstarter will be shipped directly from China to mitigate the expense to the customer as much as possible, this means most of the world will likely see a drastic cost reduction, but the US will see an increase. Why don't I just ship the US from the US? Well, because it's a hidden cost, one that would need to be calculated into the Kickstarter… Someone has to pay to get it to the US before it could be sent out from our warehouse, add to this the staffing costs, the shipping package costs and overhead, and it becomes a real issue that has not been factored into the per kit price… We are running as lean as possible, to provide a per kit price that is as low as possible, there will be no room for uncalculated expenses.

How are the Kickstarter's structured?
This is open for revision, but the plan is to absorb the costs and required profits into a 1000 minimum unit run. If it costs $40,000 for the molds, production, boxes and services, then the cost of each unit would be $40.00. 

What happens if a Kickstarter goes nuts and the total funding far outstrips the required funding goal? Do you get a discount? Discounts will be offered when you pick up multiple kits, not by the overall success of a product. Those are profits that get re-invested to make DreamForge healthy, to pay for game development, to pay for additional stock, to help pay for re-release of the current line of kits, as those tools will need to be re-cut at some point. I am not pulling the discount off the table, but for the foreseeable future, I have a lot of catching up to do and core development that needs to happen for DreamForge to grow and thrive.

I want to be clear, this is not going to be a song and dance Kickstarter model, there 'may' be extras offered if there is room on the sprues, ( I will try to pack them the best that I can) but anything extra in the form of products adds to the costs and I am not bulking the costs to deal with that. I am trying to keep the price per kit to you as low as I possibly can.

Longer term with the releases and stock on hand.
Obviously, this model does is not ideal for some aspects of brand development, limited supply concerns may not be ideal but it's not unusual when we look around the industry and other companies that made their way on Kickstarter. I am not GW, I do not have their sales volume or the resources available to behave like GW. Please understand that expecting a small manufacture in plastic to be able to behave and function as one of the top two or three in the industry, may not really be a reasonable expectation. I will strive to get there, but until the financial aspect of that shift make sense, I will be doing what is best for the growth of the company with the resources available. 

I think we can all agree, that Iron Core needs at least two to three full factions, terrain and a rules set, so as we move through these requirements, I will try to weight when it becomes viable as its own free standing IP. The goal is to grow the brand, expand the product offering, make available some of the older kits and even start to offer some options for those not interested in Iron Core. Fantasy, Cyberpunk and a myriad of other avenues are available and the wider the base of offerings, the more stable the base.
All of this is dependent on me, making what you want, delivered at a reasonable price within a reasonable time.

I am very excited about the prospect and the future. I am really looking forward to exploring your 'needful things' and if they can be created and successfully funded in an episodic, backer driven environment. I hope that you join be on this new course and help guide my had in future releases.

Soooo many itches to scratch, so little time :P



I will be reaching out in a few locations looking for honest feedback and direction from all of you.


  • Through surveys sent to my mailing list… So please sign up on the DreamForge-Games website if you have not.

  • Through my Facebook group DreamForge-GamesArtist Retreat  (please do not try to message me here) For whatever reason FB and I do not sync well…. I must be an old fart, not a huge fan of FB or twitter :P

  • On Dakka Dakka (I could start my own forum but it's a waste of energy, at least at this stage)

  • And, well...here but its not very good for two way conversations.