Thursday, May 23, 2019

Essence And Existence

Fr. Mark Higgins, guest blogger writes:

Classically speaking Thomists tend to say that unicorns and anime characters and Bart Simpsons do not exist, they have "essence" but not "existence".

I'm not so sure about all this, you see, I think Cloud Strife, Sonic and Frodo Baggins do exist, obviously not in the same sense that you, or I, or the keyboard that I am touching, "exist" but nonetheless this is something very real about these characters.

The characters of fiction have a life, their authors and developers conceive them and then we all maintain them through our imaginations, through cosplay, through fan fiction... they then influence our culture and our lives. Basically they, in some sense, exist, and not just analogically, they really have a level of existence, they aren't just non existing essences.

How do they exist? They exist as relative to our minds, they are conceived in human minds and are sustained collectively. This is something amazing and incredible about humanity, something that completely differentiates us from all the other non-human and non-angelic creatures.

Everything that exists exists relative to a mind. So much of our collective culture is sustained in this way, a whole universe of literature and art is sustained in this way.

And here is the point I want to get to.... the way in which we maintain the existence of imaginary things through the power of human minds is exactly parallel to the way that the Absolute Mind creates and sustains the whole universe, we are sustained by a mind, just as Pikachu and the Hydra are our creates and are sustained by our minds, we are God's creatures and we are sustained by His Mind.

Psalm 136 reads:
"And in Your book were written all the days that were ordained for me, When as yet there was not one of them. How precious also are Your thoughts to me, O God! How vast is the sum of them!"

Indeed, how precious are the thoughts of the Almighty, I am a thought of the Almighty and in my little imaginary creations I bestow an existence that is a type or reflection of the existence that He bestows on me as He sustains my very being with His Absolute Mind.






Battlefield V - Review | Pro-GamersArena




Battlefield V - Review:

Battlefield V's (It's not Battlefield Vietnam which was released back in 2004) road to release hasn't actually been smooth, nor typical of an EA product. And to be honest, I didn't expected going in that playing Battlefield V's multiplayer would feel so much amazing and satisfying as Battlefield V doesn't feel like a complete experience at the launch. Battlefield V creates the impression that there's a sizeable number of modes and significant bug fixes still to be delivered. In this article, you're gonna hear from us about the Battlefield V Review. 


Quick Facts:

  • Initial release date: 15 November 2018
  • First released: 20 November 2018
  • Engine: Frostbite
  • Platforms: PlayStation 4, Xbox One, Microsoft Windows


Straight away, it worth focusing on that while Battlefield V is set during WWII, it doesn't feel outdated. Mechanically speaking, it's the absolute best-feeling Battlefield in quite a while. These short stories plan to tell the stories behind the soldiers that battled in the two world wars, with Battlefield V's selection highlighting some of the more dark records of World War 2. The three being referred to bring a profound jump into the British Special Boat Section, the Norwegian resistance during the German occupation, and the efforts of black West African soldiers in their offer to overthrow the Nazi reign in France. Additionally: for better and for more worse, the game doesn't retread familiar. ground. It spins around the period's lesser-known stories and settings, which can be at the same time reviving and a bit of disappointing, particularly for 1942 fans.



Over the majority of its current multiplayer modes, Battlefield V's default mechanics step toward the hardcore. Health recovery is limited, The time to execute is reduced, and the spotting system is almost entirely removed. And keeping in mind that a portion of these changes feel like a Band-Aid being ripped off, Battlefield V is a superior shooter as a result of them. All things considered, the revisions are more thoughtful than essentially adopting the majority of the hardcore rules. And, in lieu of the whole removal of 3D spotting, just a bunch of gadgets and certain battle characteristics would now be able to put that infamous red circle over enemies heads. This change will help you remain connected with Battlefield V's stunning surroundings instead of playing the HUD. In nutshell, these changes aim to underscore teamplay, fulfilling gunplay, and immersion and every one of them find their marks.

Here's an amazing gameplay by TheRadBrad.





Also Read: Overkill's The Walking Dead - Review 


Most important of all, the gun handling is fluid. Combat feels misleadingly easy, yet it's sufficiently layered to liberally reward skillful play, thoughtful strategies, or more all, teamwork. The maps are generally magnificent and advance shifted playstyles, from the flowing fields of Arras - a moment classic - to the omnipresent, all-knowing bridge of Twisted Steel. Wonderfully, every character class is impactful and enjoyable.

The incentives for coordinating with your four-person squad are borderline coercive. Lost health no longer again recovers past a specific point without a medkit, and ammo reserves are less abundant - most weapons are sustained by just two additional magazines to begin, making a Support partner an exceptionally welcome ally.


But there are many flaws which can't be neglected and need to be fixed as soon as possible like, at launch, Battlefield V was suffering from an unusually high amount of bugs and glitches which can possibly ruin a match. We've read reports of much further issues, but we ourselves have suffered with animation glitches that make pointing from turrets an impossibility, and the act of your weapon isolating from your character meaning you can't aim properly because the butt of your rifle is in your face as opposed to the iron sights. In addition, geometry in some cases neglects to stack in, leaving a church's bell tower suspended in mid-air, while trees and rocks don't show up properly, making them look like pixelated messes. The wonderful finish, however, was the point at which the 'Return to combat area' warning inaccurately showed up on our screen, which means we were killed following eight seconds for absolutely no reason. All of these issues is in all likelihood a basic fix via a patch, but they start to add up after occurring consecutively match after match to make an experience that you can't completely depend on to be reasonable nor stable.

An amazing video showing some funny glitches in Battlefield V by IGN.









Also Read: Cyberpunk 2077 | Release date, trailer, gameplay, news and more.



Battlefield V: Maps And Modes

Battlefield V offers eight maps at launch, and I felt all the maps to be quite enjoyable. Fjell 652 happens on a high-altitude Norwegian mountain overlooking the total of the Norvik map and is liable to exceptional and atmospheric snowstorms. Twisted Steel is built around a huge bridge that serves in as both a fabulous milestone and a functional mechanism to add a straight path to the map's familiar open environment speckled with rural villages.



And coming to modes, Shorter game modes, for example, Team Deathmatch, Domination, and Frontlines make up the numbers to give a multiplayer experience that will feel exceptionally familiar to returning players. Instead of update any of its online mechanics, Battlefield V refines and makes minor enhancements to the chaotic and tremendous battlegrounds it is known for. Despite everything you'll have those great Battlefield moments as you hold out against axis forces while your ticket counter drops to an alarming number, explode a rooftop to cut the rubble down onto your opponents, or you swoop in from the air and take out a target from a plane's gunner seat. There's no enormous disclosure to reveal, rather a stunningly better Battlefield experience to find.




Battlefield V: Company Coins?

Perhaps Battlefield V's greatest takeoff from what it's known for comes as its customization and cosmetic capabilities. Your Company enables you to kit out the four classes of assault, medic, support, and recon to your correct taste, with class particular weapons for each and a preposterous measure of customization to whack to finish everything. Specializations enable you to affect the stats of a weapon, choosing four of eight unique upgrades to better your odds of survival. And in addition that, you can give it an extension and add decals in five distinct territories, and after that, each weapon has its very own level progression to work through. And afterward, there's your soldier themselves, who can be kitted out with various headgear, outfits, and face paint to truly make them look like it. It's an astronomical measure of customisation, and it's everything fuelled by the in-game currency named Company Coins. 


Earned by leveling up and finishing day by day orders, the money can be spent on cosmetic items for either your solider or skins for your weapons. This extends the visual abilities beyond basic unlocks via progression and enables you to pick what you need when you need it. There is no real way to buy Company Coins by means of microtransactions, however, EA has expressed that a different paid currency will be introduced at a later date.


Also Read: Days Gone | PS4 Release date, Gameplay



The Verdict:

Battlefield V is going to be an extraordinary game, of that we're certain, but because of various glaring omissions at launch and one an excessive number of glitches, the final product isn't there just yet. The good news is that fixes are already taking off, and with a year or a greater amount of free maps and modes on the way, Battlefield V can just show signs of improvement from here. 









Weirder Western Tales


I love westerns, and as such I have a huge weakness for games in that genre, of which there are surprisingly few. While I prefer a straight-up historical western, I'm willing to settle for weird westerns with fantastical elements added, and that more-or-less describes the theme of Grimslingers.

Grimslingers is really two games in one: a fairly simple combat game about dueling sorcerers, and a much more engaging cooperative adventure game in which players work through a storyline that introduces them to the world of the game, fighting weird monsters and gaining spells and items along the way.

The dueling game is really just a combat system and not particularly interesting on its own -- the cooperative game is where Grimslingers really shines. Players start out with a hand full of basic spells and a few items, moving around on a small map to gather more powerful spells and better pieces of equipment, gain experience that allows them to play more effectively, and unfold the events of the (admittedly very linear) story.


It's still essentially a combat deck-building card game, and a somewhat clunky one at that, but it does have a few interesting innovations. Principle among them is that players don't have a randomized deck. Instead, they have a maximum hand size (which increases as they gain experience) and a "stash" that they can freely look through and take cards from at certain points during the game. Once used cards are put into either a discard pile or a deactivated pile, and can only be recovered by spending energy points, the game's main currency for playing cards.

Additional cards are earned by defeating monsters and also at certain points in the storyline, which makes it a little different from the usual "play cards to buy more cards" mechanics that most deck-building games employ.

Despite these innovations, the game play is a bit clunky. Having two different discard piles with slightly different rules governing them is needlessly fiddly, and too much of the game rides on random dice rolls or draws from a separate deck of numbered cards. In a recent game we played, we made it three quarters of the way through the game, only to be defeated by a random event card and some bad number card draws.

But all that aside, the real point of the game is as a framework to hang the setting on, and a wonderful setting it is. The world of Grimslingers is a perfectly balanced mix of western, post-apocalypse, science fiction, and fantasy, with a surprising amount of humor thrown in, and supported by some truly spectacular artwork. The game is clunky, but not so clunky that it distracts from the world it takes place in.

Rating: 4 (out of 5) Game play alone would probably be a 2, but the setting is so vibrant and original that it more than makes up for it.

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Tuesday, April 2, 2019

Good Shepherd Entertainment And SuperScarySnakes' Black Future '88 Coming To Nintendo Switch



Good Shepherd Entertainment and independent developer SuperScarySnakes have announced that Black Future '88, the 2D synth-punk roguelike action shooter, will launch on Nintendo SwitchT in 2019 as a console exclusive.
Set in a grim alternate history where it's always 1988, Black Future '88 puts players on a non-stop dungeon-crawling ascent against homicidal robots, cutthroats, bosses and more to exact revenge on the man who destroyed the world.




Black Future '88 is constantly evolving to try to kill you. As one of the last remaining survivors of nuclear cataclysm, you'll climb a procedurally generated tower through a merciless onslaught of fire, lasers and steel. The only way to kill your mark before your heart explodes is strategically choosing and combining dozens of unique buffs and curses. Choose from several characters with a huge arsenal of weapons and powers as you shoot, slash and dash through anything standing between you and the top of the world.

Survive this nightmarish neon-lit retro dystopia alone or with a friend in two-player local co-op, then measure your mettle against other players by taking on special daily challenges to scale the global leaderboard.




Black Future '88 will also arrive on Windows PC later this year. For more information, visit www.BlackFuture88.com, and follow Good Shepherd Entertainment and SuperScarySnakes on Twitter @GoodShepherdEnt and @SuperScarySnake.







Storium Basics: Challenges And Cards

Continuing my Storium Basics series, today we'll be taking a look at the basic gameplay mechanics of the Storium system.

Storium is played, primarily, by making moves that lay cards onto challenges. These cards tell the story, move by move, of what happens during the challenge.

When you play a card, write a move explaining what your character does, and how those actions impact the challenge.

The effect depends on the card you played. Strength cards improve the situation covered by the challenge. Weakness cards make it worse. Neutral cards, which might be subplots, assets, or goals, push it closer to conclusion without making things feel better or worse.

To think of it from another angle: Challenges have Strong outcomes and Weak outcomes. A Strength card pushes the challenge closer to the Strong outcome, and a Weakness card pushes it closer to the Weak outcome. A Neutral card pushes it closer to a conclusion - a Neutral card doesn't change the direction or push it closer to either outcome, but it does shorten the amount of moves left in the challenge. Thus, a Neutral card might feel good if the challenge is trending Strong or bad if the challenge is trending Weak, as you show things continuing along the lines they have been so far.

It is a very good idea, actually, to check the possible outcomes before you play any moves on a challenge. You can do this simply by clicking on the challenge title / challenge card - this will also show some descriptive text, which can help guide your writing as well. The outcomes tell you what the possible range of results of a challenge are, and where you should be focusing your writing. Knowing them in advance gives you something to work towards. You know that if you play a Strength card, you should be writing something that pulls things closer to the Strong outcome, and if you play a Weakness, you should be writing something that pulls things closer to a Weak outcome. This gives the scene more of a feel of a full story, rather than a bunch of independent moves.

When you lay a card, be sure to involve that card in your move—if you play a Strength card labeled "Agile," for instance, your move should be based on your agility in some way, showing how it helps. If you play a Weakness card labeled "Cowardly," your cowardice or tendency to be overcautious should affect things and make them worse somehow. And if you play your subplot, it's a good time to get a little introspective and show how that subplot is driving you to do what you do, or how the events of the game have changed your view of your subplot.

Note that when you're starting out in a game, it's usually easier to play your first move as either a Strength or a Weakness. Subplots are great cards (my favorite type, in fact), but they can be hard to use for your very first move.

Because you know what impact you're having on the challenge when you lay your card, you should go ahead and write that impact. Don't feel that you need to keep to just your actions—write how you changed things.

A lot of narrative power rests with the players here. Don't worry if you don't quite get it right away—it can take some time to learn the right balance, especially if you're used to a tabletop or MUX method where someone other than you determines your results.

There are limits: until all pips on the challenge are filled, neither of the final results of the challenge should happen. For example, let's assume that the following two challenges exist:
  • Drive Back the Assault!
    • Strong: You and the other defenders solidly repel the enemy army, driving them away from the town with a minimum of damage or casualties. The battle isn't over and the bandit lord still lives, but the town has some breathing room.
    • Weak: You drive back the bulk of the army to give the village some breathing room, though the bandit lord still lives. However, several of the bandits break through the defenses and make it into the village proper. There, they light several more fires and snatch whatever limited wealth the villagers have.
  • Rescue the Villagers!
    • Strong: You manage to get most civilians - including the mayor - further into the village, to relative safety, without any of them getting notably hurt.
    • Weak: You get most of the civilians to safety, but a few - including the mayor - are killed either by the bandits or by being trapped among fires started in the midst of the battle.
Until "Drive Back the Assault!" is finished, you shouldn't get the enemy army totally clear of the village, and no bandits should get into the village proper.

Likewise, until "Rescue the Villagers!" is finished, you shouldn't state that all the civilians are free of danger, and you shouldn't state that any significant number the civilians have been killed, especially not the mayor.

However, while playing on "Drive Back the Assault!" you might kill some of the bandits on any card play, organize some villagers into a strong defensive line, take down an enemy champion, slip up and let some bandits surround you, get knocked aside and let the bandits get closer...any of these things, and more, are within the bounds of the challenge.

And on "Rescue the Civilians!" you might certainly get some civilians free, kill a bandit or two threatening them, rescue some from a burning building, be unable to find a way past some threatening bandits or into a burning building, or otherwise show the situation developing.

It's a balancing act—the trick is to show development but leave the final conclusion for the last card. Be guided by your own card play as well, of course, and by which Outcome the challenge is headed towards.

When you play the last card on a challenge, you need to write the conclusion. You'll do that based on the result the game displays. Strong or Weak results are written totally by the player.

Take a look at the outcomes above - they state, in low detail, what happens when those challenges conclude Strong or Weak. If you finish the challenge Strong or Weak, the applicable outcome text will show, and you should use it to guide your writing.

For example, if you play the last card on "Rescue the Villagers!" and it finishes Strong, then by the end of your move, it should be clear that most civilians, including the mayor, are in relative safety further into the village and away from the bandit threat, and none are notably injured. How that happens, though, is up to you!

Remember: The challenge outcomes are important. Don't just stick them in at the end of your move - if you're writing the final move of a challenge, involve the outcomes in your move. Make them a central element of that move's story.

An Uncertain result - which happens if there's an even number of Strength and Weakness cards played or if none are played - is written by the narrator. If that comes up, you'll leave the final results open and the narrator will write something for them. I generally advise that in those cases, you pretend you're writing the second-to-last move of the challenge rather than the last.

Though there are only 3 result types—Strong, Weak, and Uncertain—Storium does track the actual number of each card type played, and if more cards of, say, the Strength type are played, it will take more Weakness cards to bring it back to neutral—or vice-versa. In Storium, every card play does matter, even if the results only fall into three basic fields.

And, of course, the scene can feel very different depending on the card play flow. If the group plays 3 Strength cards followed by 4 Weakness cards, the scene will read differently than if it played 1 Strength, 2 Weaknesses, 2 Strengths, and 2 Weaknesses, or some other combination—even though the final result is Weak either way. The first way will feel like a situation that was promising at first and took a drastic disastrous turn from which it never recovered, while the second way will feel like it went back and forth.

In Storium, by default, you can play up to three cards on a single move, and up to three cards per overall scene. This can vary by game based on settings the narrator chooses, but bear it in mind - if you blow all your card plays on a single challenge, you will have a major impact on that challenge...but no impact on the rest of the scene. Sometimes that's entirely right and proper, mind! It's just something to be aware of.

Some narrators will set up special rules regarding card plays - for instance, some narrators want players to generally only play one card at a time. If your narrator has set up rules for how to play cards, be sure to follow them, as they are part of how the narrator sets up the feeling and tone of the game.

For more information on playing on a challenge, see...well, most of the articles I've written. But especially these ones:

Monday, April 1, 2019

[Three Hexes] The World Clock

Campaign: The White Elves have unleashed a Chaos Golem to destroy the World Clock! The Magi of Time have slowed it down with their most powerful magical artifacts, but those are being consumed in the action. The Magi are desperate to find more artifacts or a permanent solution towards to destroying the dragon-golem and defeating the elves.

Homebase (Hex 0) (0100): Watch Tower of Kynze - The dwarf town of Kynze houses a Watch Tower - a small outpost of the Magi that connects to the dungeons of the World Clock. It has also become the default headquarters for the forces aligned against the White Elves, leading to an explosion of commerce and opportunity for those willing to engage in it. The surrounding farming towns and lands are filling with the tents of armies and forces, as well as attracting raids from the elves intent on disrupting the allies.




Three Hexes
(Hex scale is 24 miles)

Location 1 (0000): The World Clock - The world-shaping magics of the World Clock have transformed it's location into a maze of mysterious dungeons, tunnels and caverns, filled with creatures, artifacts and odd pockets of reality that provide weal and woe to those who enter the clock. The Magi allow any and all to enter the clock in order to learn from their experiences and to help guide the realities and power to a balanced effect that preserves the order of the world. Their need for Lawful artifacts to counter the White Elves has resulted in a huge increase of dungeon-delvers, many of whom have perished fighting among each other in the depths.

Location 2 (0002): The Twelve Knights - The reclusive Twelve Knights are training a natural Resonator, a very rare human mutant who can enhance the effects of magics cast around him. The Magi are wanting to put the boy next to the dragon as a way of destroying the golem, but their plans are frustrated by how unpredictable he becomes around any sort of magics - whether good or evil. The Knights believe that the boy must witness the suffering of the lands destroyed by the Elves, in order to shape him towards their cause, and are close to sending him on a dangerous trip near the dragon. 

Location 3 (0202): Dragon of Chaos - Desolation and destruction surrounds the golem and the White Elven army as they battle the attacking wedges of the Magi and humans who bear magical artifacts to wound the dragon. The weird tools, weapons and armors of the elves are highly sought after by rich nobles, but dangerous to obtain as each elven clan is protected by war wagons and strange creatures. Magi recruiters seek adventurers willing to make forays against the dragon or the elves to further slow down the creature.


MY APOLOGIES at missing the past couple of weeks! Work and conventions (Hello CincyCon!) filled up my time and I wasn't able to create these as I wanted. We return this week and will continue pushing on for my goal of 52 campaign starters!

"Three Hexes" are simple campaign starters to show that you don't need to do a lot to have interesting settings for people to play in. Feel free to use these in your game, campaign or as ways to spur on your own creativity and imagination!

I've purposefully left a lot of detail out because these are supposed to spur on your imagination! The scale is what I would use in my own world, but if something else suits you better, then go for it. I may have the features moved about on the hexes for clarity, if they don't suit you, move them!

Creative Commons License
Three Hexes by Michael "Chgowiz" Shorten (chgowiz@gmail.com) is licensed under a Creative Commons Attribution 4.0 International License.