"And I too always wondered who those people were, until I played with one for some time and when I was dead follwed him and saw his choices. This bad player and many other like him don't play like it is a game, they aren't committed to the objective of the game. They are totally risk averse, concerned with "surviving" (its a game) camp in a "safe" place, and are totally predictable because they are playing scared. They are sitting ducks for people who willing to risk losing for a chance to win."
They are all tied up in their personal score instead of focusing on the win. I often place mid-last because I'm out there pushing to win, take more risks, while over half the team is sitting back camping a spot. Those people are NOT team players, and will cause your team to get owned real quick.
I'd like to see the 'why' also. Although I do appreciate the MAME effort, it's just not logical that the a large percentage to a WHOLE set of ROMS need to be updated for a new release. I haven't gone over the source code, or gotten into the intrinsics of the emulator, but I have a sneaking suspicion that extra information the emulator needs in order to run the ROM effectively is being stored in the ROMS themselves instead of an external file.
The revision rom thing is what I never 'got'. IMHO, a rom dump is a rom dump is a rom dump. You dump a machine once, and the rom should be good forever if the emulator is up to snuff.
Well, looks like computing is back to square one. Instead of hard wiring relays to do the work, they 'hard wired' mirrors. Same principle, different 'current'.
Now, how will employers get employees to spend more time at work unless they are conditioned into thinking that the more time you put into something they better you are? Next up is to get rid of that pesky thing called "wages".
Good players will always test your flexibilty and creativity. Not so good players will test your patience. My campaigns usually consist of a loose framework that can accomodate suprises by the players, and adjustments by me. Invariably my players will always find a tangent and run with it. For instance, on 'shadowrun' type games I try to not let them into the local 'chinatown' because they always insist on going to the local Kung Fu theater... generally followed by carnage. There's been plenty of times they'll toss you a ridiculous attack plan, so the best way of dealing with that is saying "Ok, if you roll a natural 20 you'll manage to climb that tree, use a limb as a spring board, catapult onto the sled of the helicopter, take out the crew and free your buddies" (yeah, the guy rolled a natural 20, unfortunately he killed the whole crew.. which includes the pilot).
If you want to tell a story, write a book. If you want to play a game, make it fast. If you do it right, you can make it fast AND tell a story. But, remember if you GM that it's not your story, it's the players story.
There are two kinds of D&D games. Those that are fun, and those that suck. The D&D games that suck ALWAYS tend to have players or GMs that argue about the rules, and constantly refer to tables. Playing the game should never take a back seat to game mechanics. Game mechanics should be transparent, and argumentative players that are table whores should be ejected. GMs that are table whores should be beaten to death.
There's surely no shortage of elitism and anti-social behavior in the Slashdot crowd. But, most of them are kids themselves, most likely in college, or working a job where their co-workers can take up their slack.
Your one of those people that when someone asks how to do 'x' thing, you go "Damn! Are you stupid or what?" Then you pound out something on the keyboard and say "There! That wasn't so freakin hard was it?"
When you get out of school, enter the real world, and have to work with customers and coworkers, your attitude will change or you'll have to learn the skill of saying "Do you want fries with that?"
If they don't spend every cent they get, the budget for the next year is cut by the amount they didn't spend. There's always a September scramble in the military to spend any unused budget for that reason.
It may be heresy to say, but global warming isn't related to the falling number of real pirates, but the growing number of false pirates that blow a lot of hot air.
"And I too always wondered who those people were, until I played with one for some time and when I was dead follwed him and saw his choices. This bad player and many other like him don't play like it is a game, they aren't committed to the objective of the game. They are totally risk averse, concerned with "surviving" (its a game) camp in a "safe" place, and are totally predictable because they are playing scared. They are sitting ducks for people who willing to risk losing for a chance to win."
They are all tied up in their personal score instead of focusing on the win. I often place mid-last because I'm out there pushing to win, take more risks, while over half the team is sitting back camping a spot. Those people are NOT team players, and will cause your team to get owned real quick.
There are no crappy languages, but there are a lot of crappy programmers.
I'd like to see the 'why' also. Although I do appreciate the MAME effort, it's just not logical that the a large percentage to a WHOLE set of ROMS need to be updated for a new release. I haven't gone over the source code, or gotten into the intrinsics of the emulator, but I have a sneaking suspicion that extra information the emulator needs in order to run the ROM effectively is being stored in the ROMS themselves instead of an external file.
The revision rom thing is what I never 'got'. IMHO, a rom dump is a rom dump is a rom dump. You dump a machine once, and the rom should be good forever if the emulator is up to snuff.
Well, looks like computing is back to square one. Instead of hard wiring relays to do the work, they 'hard wired' mirrors. Same principle, different 'current'.
Nothing to see here.. move along.
I hear that Duke Nukem Forever is going to be the flagship game for the Phantom console.
Now, how will employers get employees to spend more time at work unless they are conditioned into thinking that the more time you put into something they better you are? Next up is to get rid of that pesky thing called "wages".
NERD!
the Star Trek crowd would burn down the studios of even the slightest thing was off.
that was a reach. Put down the silly juice and back away slowly.
Nixies are neat http://www.cathodecorner.com/nixiewatch/
I also prefer analog or the old 70's LED watches. Funny now many people look at a LED watch and are just astounded.
Monty Haul games are good for those players. eventually they want something more structured.
Good players will always test your flexibilty and creativity. Not so good players will test your patience. My campaigns usually consist of a loose framework that can accomodate suprises by the players, and adjustments by me.
Invariably my players will always find a tangent and run with it. For instance, on 'shadowrun' type games I try to not let them into the local 'chinatown' because they always insist on going to the local Kung Fu theater... generally followed by carnage. There's been plenty of times they'll toss you a ridiculous attack plan, so the best way of dealing with that is saying "Ok, if you roll a natural 20 you'll manage to climb that tree, use a limb as a spring board, catapult onto the sled of the helicopter, take out the crew and free your buddies" (yeah, the guy rolled a natural 20, unfortunately he killed the whole crew.. which includes the pilot).
If you want to tell a story, write a book. If you want to play a game, make it fast. If you do it right, you can make it fast AND tell a story. But, remember if you GM that it's not your story, it's the players story.
There are two kinds of D&D games. Those that are fun, and those that suck. The D&D games that suck ALWAYS tend to have players or GMs that argue about the rules, and constantly refer to tables. Playing the game should never take a back seat to game mechanics. Game mechanics should be transparent, and argumentative players that are table whores should be ejected. GMs that are table whores should be beaten to death.
Every tree killed makes it easier to pave the world!
You can always bring it. Attitude adjustments are my specialty.
It's the duty of noob developers to work their fingers till they bleed. So, printing it out is the best choice.
There's surely no shortage of elitism and anti-social behavior in the Slashdot crowd. But, most of them are kids themselves, most likely in college, or working a job where their co-workers can take up their slack.
Your one of those people that when someone asks how to do 'x' thing, you go "Damn! Are you stupid or what?" Then you pound out something on the keyboard and say "There! That wasn't so freakin hard was it?"
When you get out of school, enter the real world, and have to work with customers and coworkers, your attitude will change or you'll have to learn the skill of saying "Do you want fries with that?"
I suggest you practice.
I doubt they teach this in skool.
Punch cards work even better if you don't have illiterate idiots using them.
If they don't spend every cent they get, the budget for the next year is cut by the amount they didn't spend. There's always a September scramble in the military to spend any unused budget for that reason.
It may be heresy to say, but global warming isn't related to the falling number of real pirates, but the growing number of false pirates that blow a lot of hot air.
I don't think it's off at all. Just look at the face of the guy telling the story. It's not Dave telling it, Dave is just acting it out.