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This is about a village is a fictional world that rests on the barrier between the "real" world and the "dream" world. A hole has opened up in the barrier, and the village's two newcomers must discover the cause.
Owner:
Game Masters:
This topic is an Out Of Character part of the roleplay, ?Turas?. Anything posted here will also show up there.Topic Tags:
online roleplay roleplay online -->To begin:
Kaia tends to keep to herself, although she does see Shuuji fairly regularly as she buys supplies for tending her beasts from him. Most villages would probably tend to avoid her because of her work with monsters and solitary nature.
Saia is far more social with the other villagers, and has probably gotten to know Ryuuji a bit because they both live outside town and she likes to visit his grandpa.
Ginko, feel free to disagree with these. I'll come up with something else. I will add on as more characters are approved.
caelsoreni wrote:This is so the romantic interests can decide on the prior relationships of their characters. Because it would be weird if they had lived in that small(ish) village as long as they did and didn't know each other.To begin:
Kaia tends to keep to herself, although she does see Shuuji fairly regularly as she buys supplies for tending her beasts from him. Most villages would probably tend to avoid her because of her work with monsters and solitary nature.
Saia is far more social with the other villagers, and has probably gotten to know Ryuuji a bit because they both live outside town and she likes to visit his grandpa.
Ginko, feel free to disagree with these. I'll come up with something else. I will add on as more characters are approved.
I have no disagreements. ^^ This is quite alright by me and quite an interesting idea, by the way. Now I'm even more excited to see other peoples' characters.
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Evolutionary psychology, which traces what we do and think to instincts embedded into our ancestors by natural selection, is a dangerous meme. It can make even the smartest intellectuals say not-so-smart things. One is Steven Pinker, whose recent book The Better Angels of Our Nature (Viking Adult, 2011), while in many ways a monumental scholarly achievement, was marred by his commitment to the notion that war is an inherited disease for which civilization is the cure.
Another is New York Times columnist David Brooks. I like Brooks for the same reasons that I liked his conservative precursor at the Times, William Safire. Like Safire, Brooks often draws on science for guidance in the realm of politics, and he is unpredictable. Being predictable is a much worse sin for a columnist than being wrong.
I was thus delighted when, at a graduation ceremony I attended recently at Columbia University?s School of Journalism, my alma mater, Brooks got an award and gave a charmingly self-deprecating speech. He said that, although he is a narcissist, as all columnists must be, he considered many of his columns to be half-baked failures, which he rushes into print before they?re ready. When Brooks made this confession, I immediately thought of his March 19 column ?When the Good Do Bad,? which wins my award for? ?Worst Brooks Column Ever.?
Pondering the alleged massacre two months ago of 16 Afghan civilians by American soldier Robert Bales, Brooks wrote that ?when somebody who seems mostly good does something completely awful, we?re rendered mute or confused. But of course it happens all the time. That?s because even people who contain reservoirs of compassion and neighborliness also possess a latent potential to commit murder.?
In support of this claim, Brooks cited a survey by evolutionary psychologist David Buss, who found that 91 percent of male students and 84 of females had fantasized about killing someone. Brooks continued: ?These thoughts do not arise from playing violent video games, Buss argues. They occur because we are descended from creatures that killed to thrive and survive. We?re natural-born killers and the real question is not what makes people kill but what prevents them from doing so.?
First of all, Buss is like a parody of an evolutionary biologist, who spins surveys of modern, mostly American college kids into cartoonishly simplistic proclamations about human evolution. As I noted in an October 1995 article in Scientific American, ?The New Social Darwinist,? Buss?s speculations?which discount the role of nurture, culture and reason in shaping our behavior?are prime examples of what the biologist Stephen Jay Gould mocked as Darwinian ?just-so stories.?
Also, as I have pointed out ad nauseam on this blog and in a new book, the evidence that most people are ?natural-born killers? is flimsy to non-existent. As primatologist Frans de Waal and anthropologist Douglas Fry suggest in a special section of the May 18 Science on ?Human Conflict,? war, genocide and other forms of mass murder seem to be relatively recent cultural phenomena that culture can help us transcend.
As former soldier and West Point psychologist Dave Grossman points out, most soldiers make reluctant killers. And as psychologist Philip Zimbardo, who conducted the infamous Stanford prison experiment in 1971, has shown, most war crimes are the result of bad situations, not bad dispositions, bad barrels, not bad apples. In other words, war makes even ordinary, empathetic people act like psychopaths.
Gemli, the first online commenter on Brooks? March 19 column, made this point: Robert Bales ?was a soldier in a prolonged and brutal war that has persistently raised troubling questions about the limits of pressures that people can endure. Nothing can excuse his rampage, but it might be explained by a combination of battlefield exhaustion, brain trauma, and PTSD.?
Evolutionary psychology, instead of giving Brooks fresh insights and leading him in unpredictable directions, seems merely to validate his dark, Hobbesian perspective on human affairs. Instead of blaming American war crimes on our killer genes or even ?original sin? (yes, Brooks actually invoked that medieval superstition in his column), he should look more closely at political leaders, voters and pundits who have helped turn the U.S. into the world?s most warlike society. This is a cultural problem, not a genetic one.
Addendum: The British newspaper The Guardian is surveying readers on the question posed by The End of War: Is war inevitable? Chime in here. How, I wonder, would Brooks respond?
Photo credit: afencepostblogspot.com
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Diablo?II came out 12 years ago, and it's been going strong since then. The simple, addictive dungeon crawler captured the hearts of gamers with its massive expansion from the first Diablo and broad variety of locations, enemies, and loot. It wasn't story-heavy, nor did it require a lot of strategy, just a sturdy mouse and dedication to clicking. It was fun, and, thanks to a strong multiplayer community, it kept gamers playing over a decade. The sequel is finally out, and it follows in Diablo II's footsteps with simple, addictive, gruesome fantasy gameplay. Blizzard didn't make many changes to the core components of the game except for streamlining the multiplayer experience, at the cost of the ability to play it offline. This is the same great Diablo you've played for years. At $59.99, it's a bit expensive for a PC game (with the impressive $99.99 collector's edition moreso), but, considering the longevity of Diablo II, this could be a hack-and-slash adventure you'll be playing for the next decade.
The game looks and feels like Diablo II, with a visual upgrade. There are 3D graphics and the resolution is much higher, but it's still a fixed isometric perspective where you run around dark areas killing groups of demons. The dungeons look suitably detailed and the action is animated smoothly, but because the perspective is fixed you can't look close enough at the action to see the sort of breathtaking detail games like The Elder Scrolls V: Skyrim offer. The only camera change you can effect is a slight zoom in that lets you show off your equipment, but is useless in combat. It looks better than the game that came out over a decade ago, but compared to games like The Witcher 2 and Max Payne 3, Diablo?III just looks unimpressive.
GameplayThe action is typical Diablo fare, which means it's a constant clickfest. Your index finger will get tired as you keep using your primary skill to kill hundreds of enemies. Several skills let you clear entire groups at once, but your main attack will still involve clicking at all the monsters in a crowd until they die. Picking up loot has gotten a little smoother,?as you automatically pick up any nearby gold (but you still have to click on each item you want).
Besides the standard click-to-kill-enemies gameplay, combat has been altered and streamlined to let you easily?access?multiple skills. The left and right mouse buttons are mapped to primary and secondary attack skills, each of which can be swapped out for other choices. The 1, 2, 3, and 4?keys are mapped to four additional skills, and may also be reassigned. Three passive ability slots also unlock, giving you even more ways to customize your character. This puts a lot of variety in the combat without making it seem like a World of Warcraft?like toolbar juggling act. The only limiting aspect is that each skill slot has its own list of skills you can choose, instead of a large pool of skills, so instead of arranging your four favorite skills you can only choose your favorite each out of four small sets of skills.
Character development has been similarly tweaked. You don't put points in attributes or build up a skill tree anymore. Instead, additional levels give you access to additional skills, skill slots, and runes that modify each skill.?Because you have a limited number of slots, the further you go, the more flexibility you have in your character without limiting your options later. This system seems very similar to the Guild Wars skill system, and it is a refreshing way to keep your character suited to the situation without committing to one path. Each level also adds attributes automatically along a set path, so you still get stronger when you level up.
Classes
There are five classes, three of which are new and all of which are analogues to Diablo and Diablo?II classes. The Barbarian is a heavy weapons berserker like the Barbarian in Diablo II. The Monk is a melee fighter who uses holy magic to make him a combination of the Monk in Diablo: Hellfire (the non-canon expansion to Diablo) and the Paladin in Diablo II. The Wizard is like the Sorcerer in Diablo and the Sorceress in Diablo II, focusing entirely on magic. The Demon Hunter is a ranged weapon and trap expert similar to the Rogue in Diablo, the Amazon in Diablo II, and the Assassin in Diablo II: Lord of Destruction, the canon expansion. The Witch Doctor is a nearly straight copy of the Necromancer from Diablo II, with more emphasis on zombies than skeletons. Each class features suitably different gameplay, with slightly different mechanics for activating skills and handling enemies.
Thanks to companions you earn in the first two acts, you can augment your character's weaknesses with a complementary class. The Templar helps draw attention away from lightly armored, crowd-controlling classes like the Wizard, Demon Hunter, and Witch Doctor,?whereas the Scoundrel and Enchantress aid?melee-heavy classes like the Barbarian and Monk with their own crowd-controlling skills.
A crafting system has been implemented with a blacksmith and jeweler you can train under. There isn't a Horardric Cube for combining items like there was in Diablo II, but you can collect and salvage magic weapons to make your own with random effects, and combine gemstones to insert them into socketed magical weapons to give them more bonuses. Both the crafting and companions feel like only slightly changed versions of the mercenary and Horardric Cube features in Diablo II, and?although they put a few twists on the ideas, they add to the game's samey feel.
Always Online
Diablo?III isn't a massively multiplayer game like World of Warcraft, but it still requires a constant Internet connection. The game must always be connected to Blizzard's Battle.net service, even if you want to play the single-player campaign with no friends. This is ostensibly to prevent piracy and cheating, and?although it adds convenience in multiplayer integration, it's bound to be an annoyance to gamers who just want to fight through the game on their own. It's especially a problem for anyone who doesn't have a reliable Internet connection, because, as in MMOs, hiccups can result in your character snapping back to where he was a few seconds ago and getting accosted by enemies.
You can set your game as private or public when you log in, letting you decide whether or not strangers can jump into your game without an invitation. When friends log into your game, they can access your flag at a waypoint to automatically teleport to where you are. Each game has a party chat, and you can chat with friends in other games while you're playing. It gives Diablo?III an MMO feel, without the size and scope of most MMOs. You can keep strangers out of your games by making them private, but by default friends you've already accepted in Battle.net can just jump in.?Because each new player (up to four) adds to the strength of enemies, this can be a pain when you're already deep in a quest and want to play through it single-player. To disable this, you need to go into Account Options and disable the Quick Join feature.
I had a lot of fun with Diablo III, both playing with friends and on my own. The game feels very similar to Diablo II, but?because I played through Diablo?II several times even the character and setting changes were refreshing while keeping me in the addictive gameplay I've enjoyed for years. I played as both a Demon Hunter and a Monk, and I was satisfied cutting through swaths of enemies with traps and arrows and bunching through hordes with martial arts.
Blizzard didn't change much of the Diablo?II formula with Diablo III, and the result is a great dungeon crawler with modern graphics and addictive, simple gameplay. The requirement to be always online is irritating, but it makes the multiplayer experience more streamlined and prevents cheaters. If you loved Diablo II, you'll love Diablo III, even though it doesn't do much to advance the concept. If you want something more than what amounts to a tweaked Diablo?II HD version, look for more complex and advanced RPGs like The Elder Scrolls V: Skyrim and The Witcher 2.
More PC Game Reviews:
??? Diablo III
??? Mass Effect 3
??? Orcs Must Die!
??? Batman: Arkham City
??? The Elder Scrolls V: Skyrim
?? more
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Me, I prefer playing console games. I have played PC games before, but I find I can't get into it as much as I can if I'm playing the GameCube, Wii, Xbox 360, PS3, etc.
The only type of PC games I play are games like the Movies, Cities XL, and any Tycoon game.
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In the society of UK, category of persons prevails who are unable to pledge security while looking for for a loan. For such parts the unsecured loans UK has been meant in order to save from the financial crises. The unsecured loans UK can be resultant irrespective of bad credit profile and specifically by persons who are unable to place security.
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Jeremy Hunt's political problems have meant that the planned publication of a communications green paper has been put on hold until the culture secretary has given evidence to the Leveson inquiry and dealt with accusations that he favoured News Corporation in its negotiations to buy all of BSkyB.Broadcast takes a similar line, adding it saw the legislation would focus on telecommunications rather than broadcasting.Those close to Hunt's Department for Culture, Media and Sport say that the communications green paper ? which will set out government's initial policy thinking in areas as diverse as internet piracy, public service broadcasting and spectrum allocation ? has been largely written but is now unlikely to be published until autumn at the earliest.
One source said that Hunt and the DCMS were distracted by the Murdoch controversy and it would be impossible for the document to be published "until September at the earliest", assuming the culture secretary gives a successful performance before the judge in the coming weeks.
There are also suggestions that the green paper could be shelved completely, with ministers instead moving to publish a white paper that by then would incorporate any relevant recommendations arising from the Leveson inquiry about the future of press regulation.
Legislation is still scheduled for the 2014/15 parliamentary session.
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Blind Chinese legal activist?Chen Guangcheng was hurriedly taken from a hospital and put on a plane for the United States on Saturday, closing a nearly month-long diplomatic tussle that had tested U.S.-China relations.
In this May 2 photo, blind activist Chen Guangcheng holds hands with U.S. Ambassador to China, Gary Locke, at a hospital in Beijing. Chen is now on his way to the United States after leaving the hospital Saturday.
U.S. Embassy Beijing Press Office/AP
EnlargeA blind Chinese legal activist was hurriedly taken from a hospital and put on a plane for the United States on Saturday, closing a nearly month-long diplomatic tussle that had tested U.S.-China relations.
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Chen Guangcheng, sitting in a wheelchair and accompanied by his wife and two children, boarded United Airlines Flight 88 for the 12-hour flight to Newark, outside New York City, a few hours after Chinese authorities suddenly told him to pack and prepare to leave.
"Thousands of thoughts are surging to my mind," Chen said at the airport. His concerns, he said, included whether authorities would retaliate for his negotiated departure by punishing his relatives left behind. It also is unclear whether the government will allow him to return.
A self-taught legal activist, Chen asked his supporters and others in the activist community for their understanding of his desire to leave the front lines of the rights struggle in China.
"I am requesting a leave of absence, and I hope that they will understand," he said.
The Chens' departure to the United States marks the conclusion of nearly a month of uncertainty and years of mistreatment by local authorities for the activist.
After seven years of prison and house arrest, Chen made a daring escape from his rural village in late April and was given sanctuary inside the U.S. Embassy, triggering a diplomatic standoff over his fate. With Secretary of State Hillary Rodham Clinton in Beijing for annual high-level discussions, officials struck a deal that let Chen walk free, only to see him have second thoughts, forcing new negotiations that led to an agreement to send him to the U.S. to study law ? a goal of his. New York University and another school have offered to host him.
Moments after his departure from Beijing, State Department spokeswoman Victoria Nuland confirmed that Chen was en route to the U.S. and praised the quiet negotiations that freed him.
"We are looking forward to his arrival in the United States later today," Nuland said in a statement. "We also express our appreciation for the manner in which we were able to resolve this matter and to support Mr. Chen's desire to study in the U.S. and pursue his goals."
China's Foreign Ministry said it had no comment. The government's news agency, Xinhua, issued a brief report saying that Chen "has applied for study in the United States via normal channels in line with the law."
Chen's supporters welcomed his departure. "I think this is great progress," said U.S.-based rights activist Bob Fu. "It's a victory for freedom fighters."
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