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
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.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
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
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.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
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
Friday, March 29, 2019
The Ultimate List of The 7 Best URL Shortener Services
Nerdy Space Game For Hackerspaces - 6 Years Of Development
Space nerds in space is an impressive piece of work most of us will never play. But we get to enjoy watching others do so. And also 28 minutes of looking at the history of the game:
More videos on Stephen Cameron's channel.
More videos on Stephen Cameron's channel.
This post was retrieved from freegamer.blogspot.com.
I've Got 99 Problems But A Lack Of Bits Ain't One:
Miniature Modeling for Advanced Beginners
by Randy
@coffeeswiller
Hello, all! I think it would be an understatement to say that the Growing Up Gamers crew was on a big Privateer Press kick lately. The Warmachine Tactics Kickstarter really got us going, and speaking to Matt Wilson also really got us excited. This is not a new thing, however. I have personally been a fan of the Iron Kingdoms from very early on, and had a years-long roleplaying campaign based there. This article, however, focuses on the miniatures.
I have been painting minis on and off for about twelve years, not counting a handful that I mangled in high school. Rather than a veteran, I would classify myself as an "advanced beginner". What does that mean? I can paint models, and they usually look pretty good. I can make pretty nice bases, do fun conversions... but when it all comes down to it, I don't have a lot of time to invest in it. So I try to get a lot of mileage out of the techniques I do know.
One thing I love is what is called converting miniatures. Basically, this is taking a miniature and altering it. It can be as simple as a repose or a swap of a weapon or head from another mini. Or it can be a more drastic thing where you take a bunch of parts from different minis and/or made from epoxy putty and making something altogether different. It helps to have a well-stocked bits box.
What's a "bits box", you might ask? Well let me tell you. A bits box is a box where you keep any stray mini parts that aren't going on a mini. You have a kit with three different weapon choices? Put the other two in the box. You sawed the head off a mini to put on another mini? Put the rest in the box. Made an order from the Privateer Press Parts Store? Put 'em in the box! Here's my bits box:
Here's a few choice bits:
...and here's what you can do when you have a stocked bits box:
For the record, this is an alternate version of the Cryx warcaster Mortenebra that I started quite a while back, before she was released as a mini. Since then, she has gotten her own mini, and I picked up the upper torso from the stock mini to use. The parts are from eight different models from Wyrd Miniatures and Privateer Press, with some parts built from sheet styrene, putty epoxy, paperclips, some old guitar strings and a brass rod. I'll put up more pics when I paint her up.
So... anyone else into miniatures? What are some of your favorite? Any miniature modeling topics you'd like to see here? Let me know!
by Randy
@coffeeswiller
Hello, all! I think it would be an understatement to say that the Growing Up Gamers crew was on a big Privateer Press kick lately. The Warmachine Tactics Kickstarter really got us going, and speaking to Matt Wilson also really got us excited. This is not a new thing, however. I have personally been a fan of the Iron Kingdoms from very early on, and had a years-long roleplaying campaign based there. This article, however, focuses on the miniatures.
Elf warcaster Kaelyssa, on a custom Cygnar ruins base. |
I have been painting minis on and off for about twelve years, not counting a handful that I mangled in high school. Rather than a veteran, I would classify myself as an "advanced beginner". What does that mean? I can paint models, and they usually look pretty good. I can make pretty nice bases, do fun conversions... but when it all comes down to it, I don't have a lot of time to invest in it. So I try to get a lot of mileage out of the techniques I do know.
Scenic base, probably for a warjack. |
One thing I love is what is called converting miniatures. Basically, this is taking a miniature and altering it. It can be as simple as a repose or a swap of a weapon or head from another mini. Or it can be a more drastic thing where you take a bunch of parts from different minis and/or made from epoxy putty and making something altogether different. It helps to have a well-stocked bits box.
Work in progress: Mage Hunter Eiryss on fallen tree base. |
Here's a few choice bits:
Weapons & accessories! |
Heads! |
Flag! |
...and here's what you can do when you have a stocked bits box:
Master Necrotech Mortenebra, iron lich and crafter of Cryx's legions of Helljacks! |
For the record, this is an alternate version of the Cryx warcaster Mortenebra that I started quite a while back, before she was released as a mini. Since then, she has gotten her own mini, and I picked up the upper torso from the stock mini to use. The parts are from eight different models from Wyrd Miniatures and Privateer Press, with some parts built from sheet styrene, putty epoxy, paperclips, some old guitar strings and a brass rod. I'll put up more pics when I paint her up.
Three Philosophical Essays
From Algorithmic Information Theory:
Charles Bennett has discovered an objective measurement for sophistication. An example of sophistication is the structure of an airplane. We couldn't just throw parts together into a vat, shake them up, and hope thereby to assemble a flying airplane. A flying structure is vastly improbable; it is far outnumbered by the wide variety of non-flying structures. The same would be true if we tried to design a flying plane by throwing a bunch of part templates down on a table and making a blueprint out of the resulting overlays.
On the other hand, an object can be considered superficial when it is not very difficult to recreate another object to perform its function. For example, a garbage pit can be created by a wide variety of random sequences of truckfulls of garbage; it doesn't matter much in which order the trucks come.
More examples of sophistication are provided by the highly evolved structures of living things, such as wings, eyes, brains, and so on. These could not have been thrown together by chance; they must be the result of an adaptive algorithm such as Darwin's algorithm of variation and selection. If we lost the genetic code for vertebrate eyes in a mass extinction, it would take nature a vast number of animal lifetimes to re-evolve them. A sophisticated structure has a high replacement cost.
Bennett calls the computational replacement cost of an object its logical depth. Loosely speaking, depth is the necessary number of steps in the causal path linking an object with its plausible origin. Formally, it is the time required by the universal Turing machine to compute an object from its compressed original description.
From Objective versus Intersubjective Truth:
Post-Hayek and algorithmic information theory, we recognize that information-bearing codes can be computed (and in particular, ideas evolved from the interaction of people with each other over many lifetimes), which are
(a) not feasibly rederivable from first principles,
(b) not feasibly and accurately refutable (given the existence of the code to be refuted)
(c) not even feasibly and accurately justifiable (given the existence of the code to justify)
("Feasibility" is a measure of cost, especially the costs of computation and empircal experiment. "Not feasibly" means "cost not within the order of magnitude of being economically efficient": for example, not solvable within a single human lifetime. Usually the constraints are empirical rather than merely computational).
(a) and (b) are ubiqitous among highly evolved systems of interactions among richly encoded entities (whether that information is genetic or memetic). (c) is rarer, since many of these interpersonal games are likely no more diffult than NP-complete: solutions cannot be feasibly derived from scratch, but known solutions can be verified in feasible time. However, there are many problems, especially empirical problems requiring a "medical trial" over one or more full lifetimes, that don't even meet (c): it's infeasible to create a scientifically repeatable experiment. For the same reason a scientific experiment cannot refute _any_ tradition dealing with interpersonal problems (b), because it may not have run over enough lifetimes, and we don't know which computational or empirical class the interpersonal problem solved by the tradition falls into. One can scientifically refute traditional claims of a non-interpersonal nature, e.g. "God created the world in 4004 B.C.", but one cannot accurately refute metaphorical interpretations or imperative statements which apply to interpersonal relationships.
As Dawkins has observed, death is vastly more probable than life. Cultural parts randomly thrown together, or thrown together by some computationally shallow line of reasoning, most likely result in a big mess rather than well functioning relationships between people. The cultural beliefs which give rise to civilization are, like the genes which specify an organism, a highly improbable structure, surrounded in "meme space" primarily by structures which are far more dysfunctional. Most small deviations, and practically all "radical" deviations, result in the equivalent of death for the organism: a mass breakdown of civilization which can include genocide, mass poverty, starvation, plagues, and, perhaps most commonly and importantly, highly unsatisying, painful, or self-destructive individual life choices.
From Hermeneutics: An Introduction to the Interpretation of Tradition:
Hermeneutics derives from the Greek hermeneutika, "message analysis", or "things for interpreting": the interpretation of tradition, the messages we receive from the past... Natural law theorists are trying to do a Heideggerean deconstruction when they try to find the original meaning and intent of the documents deemed to express natural law, such as codifications of English common law, the U.S. Bill of Rights, etc. For example, the question "would the Founding Fathers have intended the 1st Amendment to cover cyberspace?" is a paradigmatic hermeneutical question...[Hans-Georg] Gadamer saw the value of his teacher [Martin] Heidegger's dynamic analysis, and put it in the service of studying living traditions, that is to say traditions with useful applications, such as the law . Gadamer discussed the classical as a broad normative concept denoting that which is the basis of a liberal eduction. He discussed his historical process of Behwahrung, cumulative preservation, that, through constantly improving itself, allows something true to come into being. In the terms of evolutionary hermeneutics, it is used and propagated because of its useful application, and its useful application constitutes its truth. Gadamer also discusses value in terms of the duration of a work's power to speak directly.
Charles Bennett has discovered an objective measurement for sophistication. An example of sophistication is the structure of an airplane. We couldn't just throw parts together into a vat, shake them up, and hope thereby to assemble a flying airplane. A flying structure is vastly improbable; it is far outnumbered by the wide variety of non-flying structures. The same would be true if we tried to design a flying plane by throwing a bunch of part templates down on a table and making a blueprint out of the resulting overlays.
On the other hand, an object can be considered superficial when it is not very difficult to recreate another object to perform its function. For example, a garbage pit can be created by a wide variety of random sequences of truckfulls of garbage; it doesn't matter much in which order the trucks come.
More examples of sophistication are provided by the highly evolved structures of living things, such as wings, eyes, brains, and so on. These could not have been thrown together by chance; they must be the result of an adaptive algorithm such as Darwin's algorithm of variation and selection. If we lost the genetic code for vertebrate eyes in a mass extinction, it would take nature a vast number of animal lifetimes to re-evolve them. A sophisticated structure has a high replacement cost.
Bennett calls the computational replacement cost of an object its logical depth. Loosely speaking, depth is the necessary number of steps in the causal path linking an object with its plausible origin. Formally, it is the time required by the universal Turing machine to compute an object from its compressed original description.
From Objective versus Intersubjective Truth:
Post-Hayek and algorithmic information theory, we recognize that information-bearing codes can be computed (and in particular, ideas evolved from the interaction of people with each other over many lifetimes), which are
(a) not feasibly rederivable from first principles,
(b) not feasibly and accurately refutable (given the existence of the code to be refuted)
(c) not even feasibly and accurately justifiable (given the existence of the code to justify)
("Feasibility" is a measure of cost, especially the costs of computation and empircal experiment. "Not feasibly" means "cost not within the order of magnitude of being economically efficient": for example, not solvable within a single human lifetime. Usually the constraints are empirical rather than merely computational).
(a) and (b) are ubiqitous among highly evolved systems of interactions among richly encoded entities (whether that information is genetic or memetic). (c) is rarer, since many of these interpersonal games are likely no more diffult than NP-complete: solutions cannot be feasibly derived from scratch, but known solutions can be verified in feasible time. However, there are many problems, especially empirical problems requiring a "medical trial" over one or more full lifetimes, that don't even meet (c): it's infeasible to create a scientifically repeatable experiment. For the same reason a scientific experiment cannot refute _any_ tradition dealing with interpersonal problems (b), because it may not have run over enough lifetimes, and we don't know which computational or empirical class the interpersonal problem solved by the tradition falls into. One can scientifically refute traditional claims of a non-interpersonal nature, e.g. "God created the world in 4004 B.C.", but one cannot accurately refute metaphorical interpretations or imperative statements which apply to interpersonal relationships.
As Dawkins has observed, death is vastly more probable than life. Cultural parts randomly thrown together, or thrown together by some computationally shallow line of reasoning, most likely result in a big mess rather than well functioning relationships between people. The cultural beliefs which give rise to civilization are, like the genes which specify an organism, a highly improbable structure, surrounded in "meme space" primarily by structures which are far more dysfunctional. Most small deviations, and practically all "radical" deviations, result in the equivalent of death for the organism: a mass breakdown of civilization which can include genocide, mass poverty, starvation, plagues, and, perhaps most commonly and importantly, highly unsatisying, painful, or self-destructive individual life choices.
From Hermeneutics: An Introduction to the Interpretation of Tradition:
Hermeneutics derives from the Greek hermeneutika, "message analysis", or "things for interpreting": the interpretation of tradition, the messages we receive from the past... Natural law theorists are trying to do a Heideggerean deconstruction when they try to find the original meaning and intent of the documents deemed to express natural law, such as codifications of English common law, the U.S. Bill of Rights, etc. For example, the question "would the Founding Fathers have intended the 1st Amendment to cover cyberspace?" is a paradigmatic hermeneutical question...[Hans-Georg] Gadamer saw the value of his teacher [Martin] Heidegger's dynamic analysis, and put it in the service of studying living traditions, that is to say traditions with useful applications, such as the law . Gadamer discussed the classical as a broad normative concept denoting that which is the basis of a liberal eduction. He discussed his historical process of Behwahrung, cumulative preservation, that, through constantly improving itself, allows something true to come into being. In the terms of evolutionary hermeneutics, it is used and propagated because of its useful application, and its useful application constitutes its truth. Gadamer also discusses value in terms of the duration of a work's power to speak directly.
Thursday, March 28, 2019
The Blog At 400 Posts
400 blog posts? Have I really written so many? Blogger says I have, so I'll have to accept that. I suppose its time for one of those meta-blog entries where I talk about stuff that doesn't fit into a traditional blog post. So let's start with a revisit of one of the only useful parts of the previous "Blog at xxx Posts" posts, the Youtube channel recommendations list. I subscribe to many more channels these days than I used to, so let me tell you why you may want to take a look at them as well. The channels I recommended (LGR, Pixelmusement and PushingUpRoses) in my early blog post remain recommended of course, but let's add some fresh blood to the list. I will be using categories to help organize recommended channels, but just because a channel falls into one category does not mean it holds no value outside that pigeonhole.
Read more »
Read more »
You say "obsessed" as if it is a bad thing.
The Vast Sea Of Worldviews
While total skepticism is entirely refuted by the necessary nature of logical axioms and the truths that follow from them, some skeptics of the self-refuting variety mistakenly claim that knowledge of every distinct worldview and fact is required to have even foundational knowledge. To deny axioms is to affirm them, but I have addressed this contradiction extensively. There is an alternate way to demonstrate the intrinsic errors of total skepticism (legitimate skepticism acknowledges that anything that cannot be logically proven is ultimately unknown). The very nature of reason allows for knowledge of necessary truths even if one is not familiar with every worldview.
I do not need to know exactly what the sum of 32,541 and 78,905 is to know with absolute certainty that the answer is not five. To refute any contrary claims in full, I only need to show that two plus three (like four plus one or five plus zero) is five; this alone proves that adding larger numbers by necessity results in a greater sum. There is always a way to disprove every incorrect mathematical conclusion about which combinations of numbers equal five without resorting to something so simple. Despite this, it is not as if one has to prove that three plus four--or four plus five, five plus six, and so on--does not equal five in order to know that two plus three infallibly amounts to five.
Mathematical truths form only a subset of logical truths. Logical truths, therefore, are far broader than those merely pertaining to numeric values. Proving any logical fact, like proving a specific truth about addition, automatically refutes all possible alternative claims, even if someone is not aware of just how many alternative ideas there are. No one needs to comprehend how many different forms of theism there are, for example, to know with absolute certainty that there is an uncaused cause [1]. Similarly, no one needs to know how many different epistemological frameworks (rationalism, empiricism, sensory empiricism, etc.) there are to know that reason is true by necessity.
Epistemology is far more complex and simplistic than many people realize all at once. Many articles of knowledge are far more difficult to obtain than the average person would like to pretend; simultaneously, many articles of knowledge are also far easier to obtain than is commonly imagined. There is a vast sea of worldviews, but reason provides epistemological solidity due to the absolute certainty it imparts. Refuting a host of philosophical positions is often as simple as proving a basic logical truth. Cling to reason, and a legion of demonstrable truths will never be distant, even if some truths remain unknown or unknowable.
[1]. https://thechristianrationalist.blogspot.com/2017/04/the-uncaused-cause.html
I do not need to know exactly what the sum of 32,541 and 78,905 is to know with absolute certainty that the answer is not five. To refute any contrary claims in full, I only need to show that two plus three (like four plus one or five plus zero) is five; this alone proves that adding larger numbers by necessity results in a greater sum. There is always a way to disprove every incorrect mathematical conclusion about which combinations of numbers equal five without resorting to something so simple. Despite this, it is not as if one has to prove that three plus four--or four plus five, five plus six, and so on--does not equal five in order to know that two plus three infallibly amounts to five.
Mathematical truths form only a subset of logical truths. Logical truths, therefore, are far broader than those merely pertaining to numeric values. Proving any logical fact, like proving a specific truth about addition, automatically refutes all possible alternative claims, even if someone is not aware of just how many alternative ideas there are. No one needs to comprehend how many different forms of theism there are, for example, to know with absolute certainty that there is an uncaused cause [1]. Similarly, no one needs to know how many different epistemological frameworks (rationalism, empiricism, sensory empiricism, etc.) there are to know that reason is true by necessity.
Epistemology is far more complex and simplistic than many people realize all at once. Many articles of knowledge are far more difficult to obtain than the average person would like to pretend; simultaneously, many articles of knowledge are also far easier to obtain than is commonly imagined. There is a vast sea of worldviews, but reason provides epistemological solidity due to the absolute certainty it imparts. Refuting a host of philosophical positions is often as simple as proving a basic logical truth. Cling to reason, and a legion of demonstrable truths will never be distant, even if some truths remain unknown or unknowable.
[1]. https://thechristianrationalist.blogspot.com/2017/04/the-uncaused-cause.html
Visit By Head Of Games Design At TT-Games - Arthur Parsons
We are very lucky to welcome Arthur Parsons to our Games Design studio at UCLan this week.
Arthur is Head of Games Design at TT_Games and as such, it's so amazing that he takes time to visit our course and speak directly and openly with our students.
Arthur gave a great presentation about the criteria involved in designing and making a Lego game and offering a broad insight into the workings of the industry in terms of producing and marketing a game.
It's great to have the chance to speak with experienced industry experts such as Arthur.
His warmth and enthusiasm always motivate our students so much and encourage them to work hard and develop their passion for games design.
Arthur is Head of Games Design at TT_Games and as such, it's so amazing that he takes time to visit our course and speak directly and openly with our students.
Arthur gave a great presentation about the criteria involved in designing and making a Lego game and offering a broad insight into the workings of the industry in terms of producing and marketing a game.
It's great to have the chance to speak with experienced industry experts such as Arthur.
His warmth and enthusiasm always motivate our students so much and encourage them to work hard and develop their passion for games design.
Wednesday, March 27, 2019
Storium Theory: Inverting The Trope
We've seen it before.
A young hero has an older mentor, who taught the hero everything the hero knows. The mentor takes on a mission, and is captured, or killed, or goes missing, or what-have-you. Now the hero has to step up and save the day.
It's a trope.
It's a trope for a reason. It's a pretty powerful story. There's a personal connection between the hero and the mission - a need to carry on after a person the hero respects, perhaps, or redeem the person's reputation, or even rescue the person. It ties the hero more deeply to the tale than if the hero had simply taken the mission himself in the first place.
There's nothing particularly wrong with tropes, even with tropes that are used extremely often. Frequently, tropes are tropes because they are powerful and beneficial to stories. They give additional emotional impact. They create interesting character types. They give us connections to stories.
But for all those reasons, they can also be extremely powerful when inverted.
Consider the above trope. And consider these others:
But let's look at taking each of the tropes I've mentioned and turning them around:
And sometimes, they're interesting just because they play with our usual sympathies. In a battle between a corporation and a detective, we're pretty hardwired to sympathize with the detective - large organizations are generally things we mistrust instinctively. If one's being investigated, there's always a background thought of "well, there's probably something going on there, right?" So if a story plays with that, and has the corporation innocent and the detective corrupt, it twists our sympathies around.
Sometimes, these inverted tropes can become so popular that they then become tropes themselves (I'm sure that you've seen at least some examples of each of the "inverted" stories I mentioned, too). But the point stands: When you find yourself thinking about using a trope, consider for a moment how you might invert it. Sometimes, an inversion of a trope can be just as powerful, or more powerful than the trope itself.
When you're creating a story concept, or a character concept, tropes are going to come into play. You'll find yourself slotting characters into recognized boxes, consciously or unconsciously. And that's fine. But take a little time to think about what you might be able to do if you turn the trope on its head instead. Maybe it won't fit your story, or maybe it won't give you the ideas you need...if so, that's fine. Write your story the way you write your story. But maybe, just maybe, an inverted trope will give you some inspiring story or character ideas, something that excites you and will excite your fellow players and readers.
So take some time. Look at the tropes you find yourself using, and think about how to invert them. When you walk a well-trodden path, look for the points where you can step off or make it lead to a different destination. You can get some excellent stories from tropes...but you can get some excellent stories by twisting them around, too.
A young hero has an older mentor, who taught the hero everything the hero knows. The mentor takes on a mission, and is captured, or killed, or goes missing, or what-have-you. Now the hero has to step up and save the day.
It's a trope.
It's a trope for a reason. It's a pretty powerful story. There's a personal connection between the hero and the mission - a need to carry on after a person the hero respects, perhaps, or redeem the person's reputation, or even rescue the person. It ties the hero more deeply to the tale than if the hero had simply taken the mission himself in the first place.
There's nothing particularly wrong with tropes, even with tropes that are used extremely often. Frequently, tropes are tropes because they are powerful and beneficial to stories. They give additional emotional impact. They create interesting character types. They give us connections to stories.
But for all those reasons, they can also be extremely powerful when inverted.
Consider the above trope. And consider these others:
- The combatant has to save the non-combatant.
- The parent has to rescue their young child.
- The lawyer has to figure out the conspiracy entrapping their client.
- The detective has to discover the secrets of the corrupt corporation.
But let's look at taking each of the tropes I've mentioned and turning them around:
- The older mentor's successor takes a mission and is captured/killed or goes missing, and the mentor must now take the mission in his place.
- The non-combatant has to somehow rescue the combatant.
- The young child must figure out how to rescue their parent.
- The client must figure out a conspiracy that has even enveloped their lawyer.
- The corporation is being menaced by a corrupt detective, and an employee must figure out how to clear its name.
And sometimes, they're interesting just because they play with our usual sympathies. In a battle between a corporation and a detective, we're pretty hardwired to sympathize with the detective - large organizations are generally things we mistrust instinctively. If one's being investigated, there's always a background thought of "well, there's probably something going on there, right?" So if a story plays with that, and has the corporation innocent and the detective corrupt, it twists our sympathies around.
Sometimes, these inverted tropes can become so popular that they then become tropes themselves (I'm sure that you've seen at least some examples of each of the "inverted" stories I mentioned, too). But the point stands: When you find yourself thinking about using a trope, consider for a moment how you might invert it. Sometimes, an inversion of a trope can be just as powerful, or more powerful than the trope itself.
When you're creating a story concept, or a character concept, tropes are going to come into play. You'll find yourself slotting characters into recognized boxes, consciously or unconsciously. And that's fine. But take a little time to think about what you might be able to do if you turn the trope on its head instead. Maybe it won't fit your story, or maybe it won't give you the ideas you need...if so, that's fine. Write your story the way you write your story. But maybe, just maybe, an inverted trope will give you some inspiring story or character ideas, something that excites you and will excite your fellow players and readers.
So take some time. Look at the tropes you find yourself using, and think about how to invert them. When you walk a well-trodden path, look for the points where you can step off or make it lead to a different destination. You can get some excellent stories from tropes...but you can get some excellent stories by twisting them around, too.
Tuesday, March 26, 2019
Quick Review - Fry Thief By Laid Back Games - Kickstarter Preview
Fry Thief Designed By: Patrick Rauland Published By: Laid Back Games 2p | 10m | 12+ |
DisclaimerSupport me on Patreon!
Do you like fries (or chips if you're from across the pond)? Of course you do! How about salads? Maybe, but probably not as much as fries. If you're trying to eat healthy though, then a salad is the way to go, because you can steal fries from your friends, and we all know that food eaten off of someone else's plate doesn't have any calories. That's a fact* of science! (*I may not understand the meaning of the word fact.)
If you like to live vicariously through someone else's food you may enjoy Fry Thief, a new, fast playing, asymmetrical card game for two players all about stealing (and eating) fries off of your friend's plate. The game plays in about 10 minutes and is small enough to carry in your pocket, perfect for getting a few plays in over lunch.
Fry Thief will be available on Kickstarter starting February 5, 2019. You'll be able to pick up a copy for only $15!
Yummy, yummy fries! |
Try to eat as many fries as you can, before your opponent eats theirs! |
There are only 16 cards in Fry Thief (maybe a few more if some stretch goals are hit). Some are red cards that can be played by either player and some are split green and yellow cards. These can also be played by any player, but each player must play the card for the effect on their side of the card. The salad player gets the green side and the fry player gets yellow. Most cards have an immediate effect, like Steal 2 Fries, Eat 1. Some cards remain in play until their effect is triggered, like the Fork, which lets the salad player steal extra fries the next time they play a steal card.
16 cards make up the core of this game. |
Fun for all ages! |
Ketchup and fries! |
I first played Fry Thief as an early prototype at Protospiel Milwaukee in April, 2018. I thought it was fun, but still needed some work to make the cards interesting and balanced. I played again at Protospiel Madison in early December 2018 and was pleased to see that the game had matured quite a bit. The game was much more interesting and tactical, cards were more balanced, and the game had artwork and components that were close to final. I had quite a bit of fun playing and was fortunate enough to bring a copy home for this review.
A very early version of Fry Thief at Protospiel Milwaukee in April, 2018. |
Playing Fry Thief at Protospiel Milwaukee in December 2018 with the designer Patrick Rauland. |
I've won every game I've played so far... Just saying... =) |
Be sure to check out Fry Thief on Kickstarter on February 5. It's a great game that you can get for only $15!
Preliminary Rating: 7/10
This review is of a prototype game. Components and rules are not final and are subject to change.
Did you like this review? Show your support: Support me on Patreon!Also, click the heart at Board Game Links , like GJJ Games on Facebook , or follow on Twitter . And be sure to check out my games on Tabletop Generation.
GJJG Game Reviews are independent, unpaid reviews of games I, George Jaros, have played with my family and friends. Some of these games I own, some are owned by friends, some are borrowed, and some are print and play versions of games. Where applicable I will indicate if games have been played with kids or adults or a mix (Family Play). I won't go into extensive detail about how to play the game (there are plenty of other sources for that information and I'll occasionally link to those other sources), but I will give my impressions of the game and how my friends and family reacted to the game. Quick Reviews will only get a single rating of 1-10 (low-high) based on my first impressions of the game during my first few times playing. Hopefully I'll get more chances to play the game and will be able to give it a full review soon.
King Saul
Here is King Saul with his men of valour. They are ready to fight the dreaded Philistines, confident in victory. The day will not end well for defeat will come and King Saul will fall on his own sword. Figures are Castaway Arts mainly with Newline Designs and Miniature Designs. Saul is converted a Eureka upcoming Trojan Wars figure. The figure shaking fist is Ral Partha.
I'Ve Got 99 Problems But A Lack Of Bits Ain'T One:
Miniature Modeling for Advanced Beginners
by Randy
@coffeeswiller
Hello, all! I think it would be an understatement to say that the Growing Up Gamers crew was on a big Privateer Press kick lately. The Warmachine Tactics Kickstarter really got us going, and speaking to Matt Wilson also really got us excited. This is not a new thing, however. I have personally been a fan of the Iron Kingdoms from very early on, and had a years-long roleplaying campaign based there. This article, however, focuses on the miniatures.
I have been painting minis on and off for about twelve years, not counting a handful that I mangled in high school. Rather than a veteran, I would classify myself as an "advanced beginner". What does that mean? I can paint models, and they usually look pretty good. I can make pretty nice bases, do fun conversions... but when it all comes down to it, I don't have a lot of time to invest in it. So I try to get a lot of mileage out of the techniques I do know.
One thing I love is what is called converting miniatures. Basically, this is taking a miniature and altering it. It can be as simple as a repose or a swap of a weapon or head from another mini. Or it can be a more drastic thing where you take a bunch of parts from different minis and/or made from epoxy putty and making something altogether different. It helps to have a well-stocked bits box.
What's a "bits box", you might ask? Well let me tell you. A bits box is a box where you keep any stray mini parts that aren't going on a mini. You have a kit with three different weapon choices? Put the other two in the box. You sawed the head off a mini to put on another mini? Put the rest in the box. Made an order from the Privateer Press Parts Store? Put 'em in the box! Here's my bits box:
Here's a few choice bits:
...and here's what you can do when you have a stocked bits box:
For the record, this is an alternate version of the Cryx warcaster Mortenebra that I started quite a while back, before she was released as a mini. Since then, she has gotten her own mini, and I picked up the upper torso from the stock mini to use. The parts are from eight different models from Wyrd Miniatures and Privateer Press, with some parts built from sheet styrene, putty epoxy, paperclips, some old guitar strings and a brass rod. I'll put up more pics when I paint her up.
So... anyone else into miniatures? What are some of your favorite? Any miniature modeling topics you'd like to see here? Let me know!
by Randy
@coffeeswiller
Hello, all! I think it would be an understatement to say that the Growing Up Gamers crew was on a big Privateer Press kick lately. The Warmachine Tactics Kickstarter really got us going, and speaking to Matt Wilson also really got us excited. This is not a new thing, however. I have personally been a fan of the Iron Kingdoms from very early on, and had a years-long roleplaying campaign based there. This article, however, focuses on the miniatures.
Elf warcaster Kaelyssa, on a custom Cygnar ruins base. |
I have been painting minis on and off for about twelve years, not counting a handful that I mangled in high school. Rather than a veteran, I would classify myself as an "advanced beginner". What does that mean? I can paint models, and they usually look pretty good. I can make pretty nice bases, do fun conversions... but when it all comes down to it, I don't have a lot of time to invest in it. So I try to get a lot of mileage out of the techniques I do know.
Scenic base, probably for a warjack. |
One thing I love is what is called converting miniatures. Basically, this is taking a miniature and altering it. It can be as simple as a repose or a swap of a weapon or head from another mini. Or it can be a more drastic thing where you take a bunch of parts from different minis and/or made from epoxy putty and making something altogether different. It helps to have a well-stocked bits box.
Work in progress: Mage Hunter Eiryss on fallen tree base. |
Here's a few choice bits:
Weapons & accessories! |
Heads! |
Flag! |
...and here's what you can do when you have a stocked bits box:
Master Necrotech Mortenebra, iron lich and crafter of Cryx's legions of Helljacks! |
For the record, this is an alternate version of the Cryx warcaster Mortenebra that I started quite a while back, before she was released as a mini. Since then, she has gotten her own mini, and I picked up the upper torso from the stock mini to use. The parts are from eight different models from Wyrd Miniatures and Privateer Press, with some parts built from sheet styrene, putty epoxy, paperclips, some old guitar strings and a brass rod. I'll put up more pics when I paint her up.
Subscribe to:
Posts (Atom)