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When I started roleplaying many years ago, there were very few examples of what a game was supposed to be like. The official written adventures published by the various roleplaying companies were for the most part, absolute garbage. There was little-to-no actual story, rampant amounts of magical items, and other things that I really didn’t like. Obviously, this is my opinion, but I have never met a gamer who didn’t agree with this sentiment.

 

谷歌加速器下载

 

Evening, long-timers. Gamegrene is old. The software is old and the server it lives on is even older. I'm faced with the choice of having to mothball the entire site (wherein I'd provide a standalone archive of it, for anyone to download and keep for their own posterity's sake) or figure out how to migrate it to software five or six years newer than it is expected to run on. For now, I'm moving forward with "figuring out how to migrate it" to a new server and new software.

 

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中国企业出海的境外网络加速方案-解决方案问题-天下数据:2021-6-9 · 中国愈来愈多的企业在全球拓展业务,当人在国外,访问国内的IT系统不免出现超时中断、访问体验不佳的问题。这时,根据不同的访问需求,天下数据有三个海外网络加速方案可伃解决您的问题。

 

谷歌加速器下载

 

A reflection on the ideals of the sandbox gaming style in the context of a multithreaded RPG campaign.

 

Roleplaying Games and the artificially unique

 

Most role-playing rule-sets confuse narrative and strategic differences. In an attempt to make the experience of playing a different "type" of character feel different they introduce a multitude of rules to govern the same actions.

 

Play-by-wiki as replacement for play-by-post?

 

Shot in the dark: has anyone ever attempted to play D&D (or any other game system) via a wiki INSTEAD of play-by-post or play-by-email? I'm not interested in comparing play-by-wiki with real-time digital solutions like Fantasy Grounds or Roll20 - I'm focussed on non-real-time comparisons only. There seems to be a healthy number of pros and cons to play-by-wiki vs. play-by-post, and I'm still compiling all the data, but I've seen very few examples of play-by-wiki in the wild - doesn't seem like a popular approach. Trying to understand why.

 

Not Equipped to handle adventure

 

In early roleplaying games equipment was king. We deliberated over who could carry the gear we needed. Pots, pans, tents, and bedrolls were packed carefully onto our character sheets. Iron rations were bought and consumed -- suppplemented with fresh food when the prospect arose. Our dreams weren't preoccupied with magic items -- a suit of plate armor was a treasure worth countless toil and adventure. Like kids at the pet store we did as much time shopping in windows as we spent acquiring goods. We knew the local blacksmith by name.

 

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The term "plot hook" can actually be more diminishing to your campaign than supportive. It immediately and clearly defines a few points at which the PCs can engage with the setting and the loose storyline you have in mind for the campaign. It limits the points of engagement to those few you planned out and sets you up to have to "wing it" far more than you have to if you're the type to give the PCs the freedom to go "off the map" as it were. Stop baiting plot hooks and instead just cast a net.

 

Sustained Storylines ~ Establishing Buy In First

 

In a world of short attention spans and the media that caters to them it can be challenging for a gamemaster to establish long term buy in from their players. It's easy to blame this on the players but as in all things the problem, and therefore the solution, often lies closer to home than many are willing to admit. Using the simple writing techniques of series writers from the world of fiction and understanding a bit about the psychology of your players (and yourself) you can set yourself up from the start to establish a campaign with longevity.

 

Rules for Social Interaction

 

英特尔®创新加速器 | 揭秘 | 八一八你所不知道的Curie,最 ...:昨天我伀喜大普奔地公布了创客大爆炸与General Vision正式手牵手把CurieNuerons引进中国的大好消息,相信此时有很多不明真相的围观群众仍是纳(meng)闷(bi)的—— 那今天,我伀就把它掰开揉碎了说一说—— #1 什么是Curie? 在 CES 2021 上,Intel 发布了 ...

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