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Thursday, March 28, 2019

Corpus Christi


Not about video games but about reality.


This morning, I held between my thumb and finger a small piece of bread, and with sacred words uttered in almost silence, I held Jesus Christ, my saviour, my Lord, Who loves me, Who knows me, the lot marked out for me.

I, chosen among thousands, His beloved.

What a privilege! A greater act than the creation of the universe, an intimacy even the angels do not possess. When I am tempted to hold other things, other people, other life options,
I look at Him, Who is hiding between my thumb and forefinger.

HE is Mine and I am His. And I realize that to exchange this for anything else, even the whole world, would be madness, would be folly to the utmost, because I am holding Him, my true end, my lasting good, the summum bonum.

O priest, all this is yours!

To turn away from this, is to turn away from Him.




-Fr. Mark Higginsx
x

Playing In A New Campaign Setting

From Medkemia Wikia

Role-playing games (RPGs) are about characters being played in alternate settings. Working with the game master (GM), the players create a story. The settings for these games are as varied as the imagination of the players involved, which means you can create anything and everything. For this to work the best for everyone, there needs to be a level of trust and acceptance between the GM and the rest of the players.

There are GMs who like using a well-established setting of another person's creation. This is totally acceptable. Using an established land means a lot less time involved by the GM to run the game. I have ran and played in games that work this way. Everyone involved enjoyed the campaigns.

There are also GMs who want to try out new settings of their own creation for the games they want to run. I know I do and many of the GMs I talk to like to do the same. This allows us to explore ideas we come up with that don't fit into other settings we have gamed in. I have explored a couple of my settings in articles I have written over the past few years. However, I just started playing in a game a friend is running and the twist involved has made for some enjoyable game play.

The Set Up

We started out creating characters for a traditional Dungeons and Dragons game. To start, our GM gave us one point to start with—no rogues/no thieves. The group then started talking about what we wanted to do.

If you follow what we have been doing, you know we run a campaign where everyone is an orc. We also recently finished up a campaign where all the characters were elves of one type or another. It was thrown out that we could continue this vein of activity and pick another race. It was suggested we all play dwarfs from the same clan. The idea stuck.
From HeroScape Wiki

Our GM then gave us the basics of our campaign backstory.

We were sent to war by our king and have been there for a couple of years. The war hasn't been going well and there have been questions raised because we have been battling other "civilized" races that we hadn't fought against before. We know something isn't quite right.

We were just heading out on a major offensive when everything took a devastating turn. Everyone in the army who was trained in stealth (i.e. all the rogues) were sent ahead as scouts and sappers. They were eliminated by the enemy and our commanders have given the order to retreat.

The retreat turned into a rout. Every commander was being targeted by enemy fire. We quickly realized that anyone carrying a hard magic item was somehow being identified and killed. We escaped the battle and were on the run from those who were hunting us down.

This gave us our starting information. We were starting at third level and no one had any hard magic. Potions, scrolls, and low level wands were the only magic we could have.

More Information

During our second session, as we were working our way back home we discovered more truths about where we were fighting. It is either a different continent or another part of the prime material plane. Personally, I think we are in a pocket dimension.

We have also been involved with a game where players bring in armies to pit them against each other every few years. After a winner is determined, everyone who has survived the game is basically turned loose in the land to make their own way. But power is tightly controlled.

Magic items are regularly hunted down and passed up through the powers-that-be. It is dangerous to own an item.

There are no rogues or thieves' guilds. When advancing, there is no available training as a rogue, so that class is forbidden to us.
From MTG Salvation

All precious metals and gems are also gathered in by the players of the game. The monetary system is mostly barter with some other aspects of tracking personal wealth and trade with others. Because of the continuous game, weapons are abundant and cheap. Pick one up out of the field, cheap. Adventuring items are almost impossible to get hold of because those controlling the war game don't want people to be able to leave the land.

No one is known to have left the land we are now in. After a while, most give up trying to leave and settle into making this their new home. Currently, we have a suspicion there is some level of magic at work where residents eventually lose memory of where they originally came from—this is why I think we are in a pocket dimension.

The GM also has tweaked the magic systems for all spell casters. Arcane casters are having to learn to be more in tune with the elements. Divine casters are still being recognized by the gods, but the gods are identified by slightly different names and their symbols are also modified.

What Our GM Created

We have a unique experience in this campaign setting. Our GM listened to comments from players while we played and worked them into his setting. Not just while we were talking about this specific campaign, but over time playing in other games.

In many current games, magic items are basically unlimited because once they are built they are almost impossible to destroy. Here, we will be lucky to ever find a magic item. And if we do and decide to keep it, we mark ourselves a target from greater powers.

Because there are so many retired armies in the land, mercenaries are cheap. A character with skills is valuable. We are moving from a combat oriented campaign to one based on the other things we can do.

The powers wanting to control the game don't want adventurers. They are a threat to the secrecy of the game and those who take up the life of an adventurer is reported as being shot as they become targets with bounties worthy enough to entice others to hunt them down.

Initial Response

Portrait of Sebastián de Morra by Diego Velázquez c. 1645
Our group has enjoyed the first couple of sessions and there have been a number of side conversations about how we are going to move forward with our characters. At first, we thought it was just going to be a run to get away from those who were hunting us and then a turn to make a change in the war. Now we are working on learning about the "game" we were brought into, how to survive in our current setting, and how we can get out of here (if we can).

During our second session, after we learned more about our circumstances, we sat and talked in character for over an hour about what we knew and what we wanted to do moving forward. During that discussion no one rolled any dice, nor did anyone break character.

We have had fun with this setting. I hope this gives some inspiration to you and what you can do for your group.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

You can also join Guild Master Gaming on Google+, Facebook, and Twitter(@GuildMstrGmng).


Wednesday, March 27, 2019

Evil Dead Highly Compressed Pc Game || High-Compress.Com

Evil Dead Highly Compressed Pc Game





The game Evil Dead Regeneration consists mainly of hacking and trimming with small hand-placed puzzles. The player takes the role of Ash Williams while fighting hordes of Deadites in the game The Evil Dead: Regeneration. The player will notice different types of weapons in levels that will notice their use in several things. Before time in the game, Ash receives his friend, the World Health Organization, SAM, along with him in the battle in Evil Dead: Regeneration. In contrast to the alternative games, where killing a devotee in the game is a taboo at best, SAM dies amusingly again and again within the game The Evil Dead: Regeneration. The player will kick SAM in the openings to open doors or enemies to take off their heads. The player can possess SAM to induce through small openings; The goal is to open a door or a switch. Sometimes, SAM is controlled by the PC and destroys the adversaries while not helping in the game The Evil Dead: Regeneration. In general, enemies would like a 'final move'  to destroy them completely. If you love playing horror games, this is for you, download the game The Evil Dead Regeneration.

STORY :

The game begins at Sunny Meadows, to which Ash is committed. His lawyer, Sally, briefly visits Ash. He mentions how he found Professor Knowby's diary and believes in Ash's story about the Necronomicon and the cockpit. Ash thanks Sally for her efforts and flirts clumsily with her. Just after Sally's departure, Reinhard accidentally releases the dead through the Necronomicon. Evil also frees Ash in the process. Ash crosses the asylum and kills a pistol that he has recovered from a dead security guard. Finally find your clothes, your pole and your chainsaw. Passing through the asylum, Ash finds an electric death named Sparky. Ash kills Sparky and decapitates him. Ash briefly breaks the fourth wall, tells us that "Ash is back in business" and throws Sparky's head. The ashes come from the neighboring cellar. However, while he is about to leave the asylum, Professor Knowby's mind appears to Ash, telling him that Reinhard's plan requires the closure of several portals and the way Sally might keep his diary. Ash joins a diminutive victim of Reinhard, a half-dead man named Sam who can come back from any death. His condition gives him many mystical abilities.Ash and Sam cross a cemetery and eventually find a gate in the nearby catacombs. However, keeping the portal is a big dead queen. Ash kills the queen with the help of Sam and Sam closes the portal.






 The evil spirit of the queen enters Ash and turns him briefly into a dead man. However, for some reason, Ash can now control when he can become "Ash of Evil".Ash and Sam walk in the woods surrounding Sunny Meadows to discover that it is also infested with dead people. Ash finds a spear gun in a pile of garbage and modifies it in his right hand. Ash and Sam, with the help of their speargun, go to an abandoned mine where they find another gate. However, as soon as they get there, a spirit has a minor. Ash and Sam kill the dead miner and close the gate. Professor Knowby tells them that Reinhard finally has his diary and that he needs a human sacrifice. Ash believes that Sally is the one he intends to sacrifice. Ash and Sam follow a mine shaft to the neighboring docks where another gate is thought to be located. Ash goes to another pile of garbage and finds a powerful torpedo gun. The duo destroys a fish creature guarding the dock gate. Ash and Sam make their way through a swamp, where they find a hut filled with flammable materials and create a flamethrower. Ash and Sam head through the swamp to a nearby town called Port Turnham, infested with Deadites. They cross the destroyed city and, at the same time, Ash replaces his chainsaw with a new one with a titanium blade. Ash and Sam find a portal in a neighboring courthouse. However, Sam succumbs to fatigue and yawns while pronouncing the spell. The portal, instead of closing, fears both. Once inside the portal, Ash and Sam find themselves in an internal dimension. Professor Knowby seems to be telling them that the only solution is to defeat Reinhard and save Sally. However, he begins to talk about how Ash must save the world in which he gets very angry and says he only wants to save Sally and maybe Sam.Ash and Sam face many obstacles in the Deadite Temple, but after much trouble, they go to Reinhard's Den, where he is about to sacrifice Sally. Reinhard says how impressed he is with Ash. However, he apologizes for having to go a long way to die. Reinhard uses the Necronomicon to become a troll-like Deadite. Ash and Sam kill Reinhard and Sam closes the gate. In a very romantic scene, Ash says he went a long way and overcame the great chances of apologizing to Sally for the fashion advice he gave Sunny Meadows. Just as he is inclined to kiss Sally, a spirit has him. Ash, overwhelmed by rage, shoots at the possessed Sally. However, by the time it does, the portal reopens and sucks in Ash and Sam, as well as the Necronomicon that may be sending them back in time, presumably to their own alternative version of Army of Darkness, the game ends.

System Requirements :
  • CPU: Core-i7 or an equivalent 4+ core processor.
  • OS: Windows 7/8.1.
  • VIDEO CARD: GeForce GTX 460 or an equivalent 1GB VRAM card.
  • FREE DISK SPACE: 50 GB.
  • DEDICATED VIDEO RAM: 1.0 GB.





Download


DIRECT DOWNLOAD  

Tuesday, March 26, 2019

Brueckenkopf Review: Dream Forge Valkir Heavy Troopers

Seems I have not been on top of my social media for a bit. Christian over at BK has been at it again with another wonderful review of one of our kits.

Posted below, the review that has been run through Google translate. It may not be a perfect translation but you should be able to get the main points.

Thank you again Christian for all your hard work and observations!

 
 
At a glance:
Manufacturer: Dream Forge Games Product: iron core Valkir Heavy Troopers Price:Material: hard plastic
After opening a stack waiting with 7 iron frame on us, one of which contains the Bases:


Overall terminals (sinngerweise) 20 Bases in cast frame:

The other cast frame are each represented twice, or bulging me Biits all kinds We start with Allerlei arms and torso.:

It continues with legs and bits for the lower body:

And finally come primarily arms, shoulder pads and minds:
 
 

In detail:
Who knows our previous Dreamforge reviews that the suspects probably already know that the detail, again faultlessly fails again, we have yet shot a few close
 
 
 
 

Assembly:
The models of Dreamforge Games are known for two things: their quality and complexity. to the latter has once again confirmed also at the Valkirs because that the review does not appear until today, has a simple reason: I am yesterday simply not finished.
The assembly of the Valkirs is enormously complex, which is not only due to the sheer number of components per model, but also because each and every Beinpose arm position (depending on weapon) requires a specific combination of components. All components are (still and the subfields with a letter) provided with an exact number they assign unambiguously a particular pose. The search for the right parts takes time, and the fact that alone each subfield of at least 7 members (2 legs, 1 hip, 2 side plates, and cloth or plate for front and back) which, provides extensive search and puzzles ,
To avoid chaos and mixed parts, we recommend any Beinpose build sequentially. The following figure shows the taped legs and trim for front and back. The small side plates are still missing:

For our review, we first built only 10 models whose torso respectively from the front and back as well as an optional "backpack" exist:

The pairs of arms are made of weapon and two arms which are each permanently assigned and after weapons stance (shoulder supported / from the hip firing / weapon lowered), and align the selected weapon. Some weapons consist of several parts, including the heavy rifle, which we show on our following image:

A total of four weapon types are available:
  • Assault rifle (17 pieces)
  • Heavy gun (10)
  • Flamethrower (4 pieces)
  • Mortars (4 pieces)
Grenade launchers and heavy rifle are lengthwise each halved, which must be called at least suboptimal. While this technique allows a drilled from the outset run, but the long splice makes almost inevitable for unaesthetic transitions that need to be corrected with Liquid Green Stuff. Whether the small benefits justify these expenses, is at least doubtful. When smaller mortars this problem falls way less important, because the splice is weaker here.
After assembly of sub-bodies, torsos and pairs of arms, the models looked like this:

Done:
Now, only the heads and shoulder pads had to be mounted. The set incidentally comes with 3 different options for the heads, which are each 20 times yet, so rich for the complete set. In addition to these 60 heads come back 5 heads for Commander in classic iron core look to.
We have built two teams and armed differently. First, a classic squad with flamethrowers and grenade launchers:
 

And then a team with heavy guns:

Size comparison:
For size comparison, we now have two images for you. Firstly, an image with various other iron core models (Stormtrooper, Assault and Support Valkir Valkir), and an image with a Space Marine, a Mantic Enforcer and an Antares-Algoryn:
 

Conclusion:
The Valkirs are a great kit with great worked out details, which is packed to the gills with options, and the effect really leaves nothing to be desired. The fit of the components is outstanding and the mold lines absolutely minimal. Dreamforge Games deliver with Valkirs So even hard plastic of the highest quality, and each player, which suits the style of the iron core models, making this definitely nothing wrong.
Even here, stay a few suggestions and criticisms:
  • We start the previously mentioned complexity of the kit. For beginners the Valkirs are definitely not suitable and Hobby veterans should plan for the assembly neat time.
  • Also, the longitudinally-divided guns are not ideal. You like design technically have their reasons, but for the hobbyist bring mainly significantly higher expenditure during assembly.
  • Particularly in view of the numerous other options, the lack of real command bits is a bit of a shame. The ever-popular "Show Hand", a melee weapon or a radio module would have been nice here that 5 command heads are nice, but only fit one of the three head options, from which it is moreover not differ.
Last but not least you could still complain about the sometimes somewhat static poses, they are given the heavy armor but realistic and are also relieved by advancing and rennende leg pairs more than adequate. Especially in contrast to the much more dynamic Stormtroopers is doubly clear that the Valkirs rather slow and steady advance, while the Stormtroopers take over the race.
As for the price, the Valkirs the top of the scale sort a. With just under 60 euros for 20 men they are 10 euros cheaper than 20 tactical Space Marines (their function and equipment they correspond best) for 70 euros. They also offer more options and enrich the Bitsbox the buyer enormously (although of course not for any really a useful bonus). The Enforcer of Mantic Games fall expected slightly cheaper from (their final retail price will be known in May), while 20 Concord-Strike Trooper for Beyond the Gates of Antares with 56 Euro are almost on par with the Valkirs (they have few options when assembling in 20 men but preserves the boldness 8 light and medium drones 4 as a bonus). *
As final conclusion one can hold, therefore, that a premium kit for premium price obtained with the Valkirs who only in some details shows weakness.