sexta-feira, 29 de março de 2019

Top 11 Best Highest Paying URL Shortener Sites to Earn Money Online

  1. Cut-win: Cut-win is a new URL shortener website.It is paying at the time and you can trust it.You just have to sign up for an account and then you can shorten your URL and put that URL anywhere.You can paste it into your site, blog or even social media networking sites.It pays high CPM rate.
    You can earn $10 for 1000 views.You can earn 22% commission through the referral system.The most important thing is that you can withdraw your amount when it reaches $1.
    • The payout for 1000 views-$10
    • Minimum payout-$1
    • Referral commission-22%
    • Payment methods-PayPal, Payza, Bitcoin, Skrill, Western Union and Moneygram etc.
    • Payment time-daily

  2. 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.
  3. 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

  4. 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

  5. Wi.cr: Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
    You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.
    • Payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-10%
    • Payout method-Paypal
    • Payout time-daily

  6. 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

  7. 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

  8. BIT-URL: It is a new URL shortener website.Its CPM rate is good.You can sign up for free and shorten your URL and that shortener URL can be paste on your websites, blogs or social media networking sites.bit-url.com pays $8.10 for 1000 views.
    You can withdraw your amount when it reaches $3.bit-url.com offers 20% commission for your referral link.Payment methods are PayPal, Payza, Payeer, and Flexy etc.
    • The payout for 1000 views-$8.10
    • Minimum payout-$3
    • Referral commission-20%
    • Payment methods- Paypal, Payza, and Payeer
    • Payment time-daily

  9. Short.pe: Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
    You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.
    • The payout for 1000 views-$5
    • Minimum payout-$1
    • Referral commission-20% for lifetime
    • Payment methods-Paypal, Payza, and Payoneer
    • Payment time-on daily basis

  10. 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

  11. 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.

Review - Book, AFM Volume 2, Part 2, A Treatise On Soviet Operational Art



This was a truly great find by Andy Miles who kindly posted it onto the Red Storm Rising facebook page.  It's not quite the British equivalent to the FM 100 series, it was written in 1991 from the perspective of understanding Soviet Operational Art as the British along with most Western Nations had given this particular subject a stiff ignoring for most of the Cold War. As the author puts it, the Western Nations experience of operations during WW2 was at a different order of Magnitude to the Soviet and points out that whilst the Western allies deployed some 3 Army Groups comprising 91 Divisions on a front of 400 km, in 1944 the Red Army had 10 fronts with 57 Armies and over 560 Divisions and Corps deployed on a frontage of 3200 km.

AFM Volume 2 was produced in 3 parts and whilst this review focuses on Part 2, I will look to pick up on parts 1 and 3 at a later date, for completeness the parts are:
So what's different between this and the FM 100 series, its based on a similar variety of sources including the Vorisilov Lectures, which it contextualises against a late 80s Force structure and is fundamentally focused on the conduct of operations at Army and Front level, and the general Force Composition and task orginisation required to deliver that. I think it does this well focusing on the Soviet Approaches to Offensive and Defensive Operations, it also provides a variety of commentary on effectiveness and some interesting discussion around both drivers for change and the future, which is where it differentiates itself from the FM 100 series.

Equipment and Organisation is considered at a high level and with only sufficient detail to facilitate the main discussion and demonstrate the mapping between doctrine technology and force structures, which frankly the Soviets were masters of.



 It  broadly follows the structure of the Vorisilov Lectures material and includes a deal of informed comment, the main chapters cover:
  • Equipment and Organisation
  • Operational Planning, Context and Concepts
  • Strategic and Operational Marches
  • Offensive Operations
  • Operations in the Enemys Depth
  • Defensive Operations
  • Combat Support
  • Air Operations
  • Amphibious Operations
  • Logistics
  • Command Control and Communications
Annexes include High level org charts and Broad equipment TOEs for Divisions, Armies and Fronts both within and outside of the Western Group of Forces

This is a book that you can either read or dip into, having said that the approach to dipping into it is likly to be go read the whole section on offensive opps and related elements on combat support. The Upside over reading the Vorisilov Lecture material is that the hard work of placing it in the context of the late 80s has been done and this work draws on wider material as well.



The author CJ Dick of the Soviet Studies Research Centre understands his subject well and attempts to explain the Soviet concepts as they stand rather than trying to equate Soviet military thought to  western ideas, an approach taken in a number of the US manuals which generates some very confusing discussions on echelonment and reserves amoungst others. These subjects are covered with far more clarity in this volume.

I particularly like the categorisation of the Cold War period into a number of Eras based on the prevailing doctrine and the discussion around its impact on force structures and organisation. These are articulated as:
  • The Nuclear Era. Doctrine and force structures dominated by the concept of Combat under nuclear conditions
  • The Era of a Conventional Phase. This period was dominated by the impact of two ideas.  The first was driven by the NATO's adoption of flexible response, which would lead to a Conventional Phase at the start of any war and if surprise could be achieved and Soviet Operational art delivered offered the potential of a conventional victory. The other was the vulnerability of tank heavy formations in conventional war demonstrated during the 1973 Yom Kippur War. 
  • The Era of Conventional War. The result of the INF treaty and the failure by both the Warsaw Pact and NATO to upgrade their nuclear capabilities, lead to a belief in the increasing likelihood of an extended conventional phase or the possibility of a wholly conventional war
This is then neatly mapped to the evolution of the organisations and structures that occured over this period.  The rate of change that was feasible for an organisation the size of the Soviet Army also receives some attention. All of this starts to provide a degree of clarity to the variation in content of key sources on the organisations and structures employed within the WGF at different points in time.

Looking at the diagrams and discussion it seems clear that this work fundamentally underpins The Genforce Mobile Force Handbooks written in 1997 as OPFOR guides which provide excellent commentary on what was essentially Soviet organisation and practice but which because they are OPFOR guides I have always had concerns over how they were adapted and how representative they were of what was rather than what was aspired to.



Some of the organisational structures proposed in both this and AFM volume 2 part 3, Soviet Tactics are quite different from what is discussed elsewhere and I have yet to digest what that means and how or whether to reflect it into my current projects. 

As well as this post I have updated the Post on free resources on Soviet Organisation and Doctrine.  All up an excellent find, resource and for free well worth a read. I have a physical copy of the Vorisilov Lectures Operational Art and would love to find a physical copy of this to add to the collection but so far have looked without success. An excellent perspective on Soviet Operational Art

References:

Red Banner The Soviet Military System in Peace and War, C Donnelley, (1988) @ amazon
AFM Volume 2, Part 2, A Treatise on Soviet Operational Art
AFM Volume 2, Part 3, Soviet Tactics
Voroshilov Academy Lectures
Review-Web Resources, The Essentials of Cold War Soviet Doctrine and Organisation for Free
Genforce Handbook, Mobile Force Part 1, Operational Art and Tactical Doctrine, 1997
Genforce Handbook, Mobile Force Part 2, Tables of Organisation and Equipment, 1997







Ali's Post-Octopalyse Week 1 WIP Wednesday!

   Ok, so, I figured WIP Wednesday was a good way to show off my post-Octopalypse work. Especially considering I expect to start a lot more than I finish this month. Thing is, we are planning to play both Dark Age and This is Not a Test here in the old headquarters, and I have bupkis for both. And if there's one thing Second Class Elitist hates, it's gray soldier syndrome. And I'm not crazy about it myself. That being said, I'm not exactly playing high equipment lists in either game, so I need a LOT of models for both.

   I'm not that fast. As you saw last month, I can finish one or two models a week, tops, if I do them start to finish. It doesn't matter how many models I need. That's my pace. Period. So, I need an alternate plan to avoid playing with unpainted models.

   So here's my plan. I'm going to start by getting everybody table ready. Good old fashioned "basecoated in 3 colors, details exempt, base addressed" style. Across the board, all 2-3 dozen I need to get through a campaign-length ordeal. Then I'll go back in and build them up as I get a chance.

   I was really hoping to show you both my starter squad for Dark Age and my initial force for TNT, but that was not to be. The tardiness begins already. At any rate, I at least got started on Dark Age. I'm happy with the Coils for now, but I'm going to do a lot more guilding on Michael this weekend before I feel he's ready enough to move on. By the way,yes, that ruddy brown is the primer- we were short on the usual black and white, and I thought the reddish brown would go well with, well, frankly, any post-apoc. I'll explain my color scheme when I get a little further along.

   So there it is. Next week- the beginning of Tribals, promise!


(Sample) Size Matters

Sample Size Matters
On this blog and others, on twitter (@mwkraus), at conferences, and in the halls of the psychology building at the University of Illinois, I have engaged in a wealth of important discussions about improving research methods in social-personality psychology. Many prominent psychologists have offered several helpful suggestions in this regard (here, here, here, and here).

Among the many suggestions for building a better psychological science, perhaps the simplest and most parsimonious way to improve research methods is to increase sample sizes for all study designs: By increasing sample size researchers can detect smaller real effects and can more accurately measure large effects. There are many trade-offs in choosing appropriate research methods, but sample size, at least for a researcher like me who deals in relatively inexpensive data collection tools, is in many ways the most cost effective way to improve one's science. In essence, I can continue to design the studies I have been designing and ask the same research questions I have been asking (i.e., business-as-usual) with the one exception that each study I run has a larger N than it would have if I were not thinking (more) intelligently about statistical power.

How has my lab been fairing with respect to this goal of collecting large samples? See for yourself:

Read More->

European-Asian Divergence Predates The Industrial Revolution

Stephen Broadberry describes new estimates of per capita GDP which say that the economic divergence between Western Europe and other civilized parts of the world predates the industrial revolution.  (H/T Marginal Revolution).  This is more consistent with my own theories (linked below) than the idea that the Great Divergence magically appears from nowhere around the year 1800.  Nevertheless I feel compelled to point out shortcomings in these kinds of estimates, on any side of such debates.

There are the usual correctable, but sadly seldom corrected, problems with datasets comparing European economies over historical periods, for example using "Holland", and leaving out, presumably not only the rest of the modern Netherlands, but the entire area of the exceptional Low Country late medieval industry and wealth (Flanders, Brabant, Hainault, etc.), most of which migrated (along with most of the skilled craftsmen and merchants) to the Netherlands during the 16th century wars there.  The southern Low Countries, until those wars, were the leading centers of European textile manufacture and probably also had the most labor-productive agriculture.

Worse are these and all other attempts to compared historical European "wealth" or "income" to those of non-European cultures before the era of cheap global precious metals flows (initiated by the exploration explosion) allows comparison of prices.  How do you compare the "wealth" or "income" of rice-eating and cotton-wearing Chinese farmer to a milk-drinking, oat-eating, and wool-clad Scottish peasant? It it is neither very useful nor very reliable to try to reduce such cultural and even genetic differences to mere numerical estimates.

So it's no surprise to see such conjectural and subjective estimates subject to major revisions, and I'm sure we'll see many more such revisions, in both directions, in the future. That said, many of the economically important innovations in northwestern Europe long predate not only the industrial revolution, but also the Black Death (Broadberry's new date for the start of the Great Divergence), including the following biological bundle:

(1) heavy dairying

(2) Co-evolution of human lactase persistence and cow milk proteins

(2) delayed marriage

(3) hay

(4) greater use of draft animals


These innovations all long predate the Black Death, except that thereafter this biological divergence, especially in the use of draft animals, accelerated.  After a brief interruption the lactase persistent core resumed its thousand-year conversion of draft power from humans and oxen to horses, including super-horses bred to benefit from good fodder crops -- the Shire Horse, Percheron, Belgian, etc., and of course the famous Clydesdale of the beer ads.  Draft horses figured prominently in the great expansion of the English coal mines from the 14th to 18th centuries. They both pumped the mines and transported the coal to navigable water.  Due to lack of horsepower for pumping and transport, the Chinese use of coal, though already well established by the 13th century visit of Marco Polo, where both mine and consumer were within short human-porter distance to navigable water, failed to grow beyond that limit until the coming of the railroad.  Similarly draft horses, alongside the more famous water-mills, played a key role in the early (pre-steam) exponential growth of the English textile industry, the economically dominant feature of the early industrial revolution.

Greater use of draft animals led to higher labor productivity and larger markets for agricultural output, and thus to greater agricultural specialization. Higher labor productivity implies higher per capita income, even if it can't be measured. For civilizations outside Western Europe by contrast, much less use was made of draft animals with the result that these effects were confined to within a dozen or less miles of navigable water.

Contrariwise, northern Europe has always been at a severe ecological disadvantage to warmer climates when it comes to growing rice, cotton, sugar, and most other economically important crops.  However these seem not to have had an anti-Malthusian effect in increasing labor productivity -- the increased efficiency of rice in converting solar power to consumable calories, for example, simply led to a greater population rather than a sustained increase in per capita income.

quinta-feira, 28 de março de 2019

You Can'T Win Them All, Part 2

I like cooperative games, I love adventure games, and I'm a huge fan of the Planet of the Apes, movies, so this game should have been a shoe-in for me. Unfortunately, despite some really nice production value and a very well-considered application of theme, this game just isn't very interesting to play.

The game plays like a combination of Reiner Knizia's Lord of the Rings board game and Elder Sign, two games I like quite a bit, but in this case they don't combine well. The game consists of a row of cards based on the prominent events of the film, each requiring a particular combination of dice rolls in order to pass. A player's turn involves rolling dice in the hopes of getting the right combination, with a bit of card play to change dice facings. Success moves the marker representing Charlton Heston's Taylor along a path which serves as a timer, with an ape marker moving along the same path. If the ape makes it to the end before Taylor does, the players lose.

It's a simple enough game, but it relies on a lot of luck to get the dice rolls and the have the cards you need to progress, so it can be frustrating when you lose on what amounts to a bad roll or draw. In the end, this game is really just about rolling dice, with very little in the way of meaningful or interesting decisions to make.

The Planet of the Apes theme is nicely applied, with the cards calling back to iconic scenes from the film., and the idea of having players take on different aspects of Taylor's psyche rather than separate characters is an interesting solution to the problem of the story really only having one main character.

It's really too bad the game isn't better.

Rating: 2 (out of 5) The great use of theme actually makes this otherwise dull game all the more frustrating.

What we'll play instead: Lord of the Rings: the Board Game and Elder Sign are both similar and a lot more fun. Doctor Who: Time of the Daleks is another very similar game that uses its theme well and offers more interesting and immersive game play.

Dylan The Spaceman Demo Now Available

Things have been pretty quiet in the Amiga games scene over the past few weeks, but thankfully I now have something to report!

As work continues apace on the Dizzy-like arcade adventure "Dylan The Spaceman and the Smelly Green Aliens From Mars", author Chris Clarke has decided that the time is right to release a public demo.

Here's Chris with further details;

"[The game] should work [on both the] Amiga 1200 and Amiga 600 - there will be a version for Amiga 500 but it needs different in-game music - or you need to have at least 2 meg in your trusty Amiga 500"

To download the demo, read through the demo feedback, or provide feedback yourself, check out the following thread over on the English Amiga Board:

http://eab.abime.net/showthread.php?p=1041301#post1041301

quarta-feira, 27 de março de 2019

Yummy Yummy Pancake

Game: Yummy Yummy Pancake
Publisher: Korea Board Games
Year: 2017


Personal History:
The folks at Sweet Lemon Games were kind enough to send me a box of some of their current game offerings. I immediately decided that this game would be the first I played and reviewed. The reasons are twofold. First, it's largest component is a plastic frying pan. It's wonderful.


Second, my daughter is a bit obsessed with toy food items right now. She has this awful cupcake board game that she loves to death and plays with us endlessly which I've yet to review here. I probably ought to. Maybe that's next. Anyway, my thought was that, if I could introduce her to a GOOD game that had little toy food components, maybe we could play that instead and I would be set free from the awful cupcake game. For a while at least.


Gameplay:
Yummy is one third dexterity game, one third memory game and one third gambling game. In the basic game the first "chef" player randomly selects eight of the pancake discs and places them face-up in the frying pan. All players are shown the pancakes in the pan.


She then flips the frying pan in an attempt to flip over at least three of the pancakes. If not enough pancakes have been flipped she continues to flip them. If a pancake falls out of the pan it is placed back face up. Once she has flipped at least three pancakes so they are face down, she may stop. If the chef manages to flip five or more pancakes face down she may take one as a prize.


Once the flipping is done the chef must "share" her flipped pancakes. She chooses one, looks at it's topping without letting the other players see it, and then chooses one other player to try and guess which pancake it is. The guesser must use her memory of what all eight pre-flipped pancakes were, plus some quick odds making and a little luck, to try an guess correctly. If the guesser is correct, then he gets the pancake. If the guesser is incorrect then the chef gets the pancake.

The chef may offer to share as many pancakes as a face-down in the pan, but she is only forced to share one. Each shared pancake makes the other face down pancakes theoretically easier to guess, and therefore less likely to win if you're the chef. When a chef runs out of face-down pancakes, or chooses to stop sharing, then all remaining pancakes are removed from the pan, the next player becomes chef, and the process is repeated. The first player to collect twelve pancakes is the winner.

But Wait, There's More!:
Also included with the copy of Yummy Yummy Pancake that I was sent was a copy of the Spiel '17 Promo Boards. Spiel is a gaming show in Essen, Germany that I'll never attend, and these were presumably offered there for attendees.


These boards add a different win condition to the game. Instead of simply obtaining twelve pancakes to win, a player must instead collect the exact pancakes necessary to creating the plates seen on her promo board. Each board features three plates. One plate features two or three of the same pancake (the boards are double sided for variable difficulty), another has a pair of different pancakes, and the third shows face-down pancakes. When a player collects one of her needed pancakes she places it over the picture of that pancake on one of her plates. When she receives a chocolate pancake it can be used like a wild card on any space. When she receives a pancake she does not need it is placed on the third, face-down plate. Once three face-down cakes are collected they can be traded in for any pancake left on the table. 

So How Is It?:
Yummy Yummy Pancake is a cute combination of dexterity, memory and push-your-luck, tinged with just a little bit of take-that action for good measure. Nothing in this game is going to be all that exciting for a seasoned adult gamer I don't think, however for a young child it's a really nice mix of all those elements. 


Players have to remember which pancakes they saw before the flip, and do a quick bit of odds making when they're picked on to try and win the pancake, which is actually some fairly sophisticated thinking for a young kid, and a good skill to be practicing. I fear though that in a play group with a bunch of merciless young children it will quickly become a case of everyone always picking the child with the worst ability to remember the pancakes that started in the pan to "share" their pancakes with. I almost feel like the game needs a rule in there preventing one opponent from always being the target in a game with more than two players.

That said, I love how the game plays. The flipping of the pancakes adds a little bit of a dexterity element which, while forgiving if you're bad at it, actually can affect the usefulness of your round as chef. It is much easier to win pancakes if you start with a large number of pancakes flipped in your pan, so mastering the flipping technique will help you score points. That said, if you're awful at it you still get to flip until you finally succeed and are not penalized for failure in that part of the game. 


The component quality here is pretty high too. The frying pan is a nice, reasonably sturdy toy frying pan. I'm pretty happy about that as my daughter took it to play in her toy kitchen immediately following our first few tries at the game, and it has survived that test of its endurance so far. The pancakes are a soft plastic, but weighted enough that they can be flipped successfully. They feel sort of like the type of PVC plastic that Smurfs are made of, and as such they neither bounce nor clack when they hit the pan. I do wish they were a little bigger, but I understand that would have necessitated a larger everything else, and besides the added cost in making it the dexterity part would also be a little less accessible for young children. That said, they are cute and the graphics on the stickers are very clear and work great. 

The Spiel '17 promo boards aren't a "must have" strictly speaking, but I feel like they will give the game a little more longevity for your children as they age, so trying to pick up a set is probably a good idea. It does add some planning and strategy to the game, and makes the choices a chef makes on his turn a little more important as you're trying to prevent opponents from getting the pancakes they need, while at the same time making sure you help yourself out. 

Really, this is a unique and well made game for young people, and we enjoyed playing it. 

Final Verdict:
High Quality components and a varied mix of gaming styles make this a game worth giving the kids. Add to it a fun theme and some take-that action, and it's one that, if they're anything like my daughter, they'll ask to play again and again. Yummy Yummy Pancake scores a "Good" 4/5.

terça-feira, 26 de março de 2019

Storium Theory: Get Emotionally Invested

I've finished up my Storium Basics articles, so now, I'd like to take a little time to write about one more thing. This is something that I think is important for anyone playing Storium, or indeed any sort of RPG or storytelling system. Heck, it's important for general writing as well.

You have to let yourself feel.

If you want to tell powerful stories, you have to let yourself feel.

If you want to truly portray your character, you have to let yourself feel.

If you just want to have the best time you can roleplaying, to have an experience you'll remember and look back on fondly, you have to let yourself feel.

Some people can do this really easily. Others, myself included, have a tougher time with it.

I have a tendency to get pretty mechanical when I'm writing, particularly in RPGs, storytelling games, or the like. I find that I distance myself from the events of the story, from the emotional impact of what goes on, in a way that I don't if I'm just watching a movie or reading a book or playing a video game. When I'm not participating in the writing, I can get involved in the emotion of a story easily. But when I'm participating...

When I'm participating, I spend more time thinking about what should happen next, or what I'm going to do, or what cards I'm going to play, or what my strategy should be for the next step, what abilities I want to use, how my tactics will affect my dice rolls...any or all of that, depending on what sort of writing or gaming we're talking about. It's really easy to distance myself from feeling what's happening in the story, and look at things as the basic exercise of writing or gaming rather than the full-fledged emotional experience of a tale.

There's a social aspect, too, though that's less of a concern in a play-by-post sort of game like Storium. But still...I'm not a guy who likes to have his emotions on full display. I'm not that open, really, and so I tend to consciously or unconsciously resist letting myself react to story events emotionally when I'm writing or playing with others.

I've learned that I have to try to break out of that shell.

The best moments I've had in Storium, in tabletop gaming, in online roleplaying, in MUXes, in any kind of collaborative writing experience...those moments have all been when I let my walls drop. Those are the moments I remember most fondly.

The moments when I let the tears come while I read and wrote.

The moments when I felt anger at the deeds of a villain.

The moments when I worried for a hero who had disappeared.

The moments when I dove into my character's mindset and felt the fear he would about the monster lurking in the dark.

It's so very easy to separate ourselves from the tale. Sometimes we do it because we'd be uncomfortable otherwise. In a horror game, for instance, we'll crack jokes or make table talk about the real world, reemphasizing the unreality of the horror. In the midst of a tragedy, we'll have our heroes stand bold and proud, brushing off the sorrow and just going on being heroes. We can't have them break, because someone might think we've broken too.

But I've learned that when I allow myself to feel, when I allow that fear or horror or sadness or pain or joy or hope or dream or love to affect me, and then allow it to affect my writing, I get an experience I can remember, and an experience others can remember as well.

I've learned that I can best write a character who has gone through struggles and pain when I let myself feel the sadness, just as I would if I weren't participating in the writing. I've learned to force myself to treat roleplaying and collaborative storytelling just like watching a movie or reading a book or playing a video game with a great tale - I've learned to drop my guard and let things hit me.

Because when I let things hit me, I let them hit my character, and when I let them hit my character, my character's reactions are more honest, more powerful, more raw and pure. It makes the character feel like a full-fledged person, with hopes and dreams and fears and pain, who is affected by the tale, driven by the tale, pushed to react and to experience emotion and to be changed by those experiences.

For me, it's hard. It's honestly hard. It's so easy to slip back into just thinking, "Well, what should happen next?" or "What card should I use here?" or "What tactic seems best?" or "What would be a cool thing to do?" or "What's my next one-liner?" And look - all of those questions can be, frequently are good things to ask. But not if they separate you from actually feeling. And for me, they can, unless I force myself to into the right mindset. For me, they can, unless I specifically connect myself with the heart of the tale.

This isn't something I can tell you how to do. Everybody's different. Everybody reacts to a story differently. For some of you, this isn't even something you'll have to think about. Some of you are reading this article and thinking, "Wow, I mean, I just get in my character's head and I feel this stuff anyway." And that's great! There are people who can just do that, who can just feel like a character, get in their head, think like they do, and feel like they do. It's something you hear about from great actors all the time, and it's something I've heard from great roleplayers as well.

But if you're like me, and you find yourself thinking clinically about stories, thinking about plot designs, thinking about cards or dice or what-have-you, thinking about character motivations from a distance...I can't tell you how to do it, but I encourage you to try to break that. Think like a reader, think like someone who is experiencing the tale. Don't think what your character should do, feel what your character will do.

If you're like me, that isn't going to be easy, and you aren't going to succeed all the time. But those moments where you do succeed? Those are going to be the moments you remember, the moments you deeply treasure, the moments you look back on years from now and relive in your mind.

When that happens...you see the true treasure that roleplaying, that collaborative storytelling, that writing in general can be. You leave a part of yourself in that story. You become a part of it, and it becomes a part of you. It is a beautiful, wonderful experience.

So...let yourself feel. Open yourself to that experience. Let the story in.




This will be the final weekly article of Storium Theory. I'm not going to say that I'm solidly done, that there will never be another article, but I've said just about everything I can think of to say at present. I've written one hundred and thirty-three articles about Storium, counting this one, and I've written about it since November 2015. That's...probably more than I've written about anything else in my life, ever. And that's not counting my participation in Storium Arc, where I've spent many hours talking about this great system and community as well.

It's amazing to me the level of depth that a system like Storium has turned out to have...the fact that I could find so much to write about it, the fact that I could write for such a long time on it and it alone...that honestly surprised me. When I started this out, I didn't initially set it up on my blog. I was just going to have four or five little articles on a webpage somewhere, just a quick little guide of sorts for new Storium players or narrators.

But Storium was deeper than that. Storium was more than that. Exploring Storium took longer, took more thought, became more interesting to me. I found myself exploring the ways the system could be used, the ways you could use challenges to do interesting things, and that got me thinking about how things could work in my own games or with my own characters, and those fed back into articles here.

Now...again, I can't say I'm done. I'm still playing Storium, and topics will still likely arise. But for now, this is the end of weekly articles, of regularly scheduled articles.

I hope that those of you who have read these have found them useful. I hope that I've helped you get more comfortable with the Storium system, and to learn to use it in creative ways, ways that can enhance your stories and lead to memorable and fun games. I hope that I've helped you get into your characters and explore them more deeply.

But now, as ever, I want to emphasize something: My way to play Storium is not the only way to play Storium. My way to write is not the only way to write. As I close up this post, and with it, the regular Storium Theory articles, I want to encourage you to look not just here, but to the community in general, to other Storium games, to other resources. If you need help, ask for it - the community is willing. If you need examples, look for them among the other games out there. See how things have worked. Explore. And come up with your own methods, your own interesting ways to use the system, your own house rules.

Storium is a simple system in concept, but a deep one at heart. Take the time to get to know it and it will reward you.

May the future bring you friendship, great stories, and treasured memories.

A Parkinson’s ‘Pandemic’ Is Coming And There Aren’T Enough Doctors To Deal With It

 MARCH 25, 2019  BY GIL THELEN SPECIAL TO THE MIAMI HERALD 


A Florida Parkinson's expert relates how five members of her family or close professional circle have been touched directly with a Parkinson's disease diagnosis. 
An Alabama health system reaches out for advice on dramatically increasing their Parkinson's patient-care efforts. The reason? A powerful member of their leadership structure just received his Parkinson's diagnosis. 
These examples suggest what a Parkinson's "Pandemic" will look like, a term coined by a Parkinson's panel earlier this year. 
Only 50 neurologists are training in the U.S. to become top-shelf Parkinson's specialists, mobility disease specialists or MDS for short. That number barely touches the retirement rate of current specialists.





Read more here: https://www.miamiherald.com/living/health-fitness/article228301664.html#storylinThe mobility disease specialist crisis (my term) looks like this already: Large geographic areas are without any practicing MDS. An example is the almost two dozen counties constituting Central Georgia, where I live. Parkies like me must travel two to five hours to receive treatment from a specialist in Atlanta, Augusta, Jacksonville or Gainesvill
eM
etro areas have seen a sharp reduction in practitioners who are expert in Parkinson's and are treating Parkinson's patients, such as San Antonio, which has gone from 20 to 3. 
There are numerous disincentives to becoming an MDS. One is money. Insurers, led by Medicare, are not providing adequate reimbursement support, such as payment for long patient visits necessary for proper care. Long means more than 10 minutes.
Pharmaceutical companies are reducing their already inadequate support for developing new Parkinson's medications. 
Non-MDS neurologists, geriatric specialists and generalists are being forced to fill the void, but they must receive more training. Same goes for related, non-MD professionals, such as physician assistants and nurses. 



Parkinson's is an ultimately unknowable neuromuscular condition. 
Even the numbers are approximations. One million cases in the U.S. Seven million worldwide. Fifty thousand new cases a year in the U.S. Second most-common neurological disorder after Alzheimer's.

Healthcare consultant Kim Blasingame wrote in September that neurology professionals have sounded the supply-demand warning since 2013. She described what's ahead this way: "The neurology workforce supply is constrained from many sides. Factors including government policy... demographic changes, failure to innovate, and changing clinician work/life balance expectations (that) are limiting growth in the supply of neurology patient care. But it is the convergence with another force — demand expansion — that is creating the perfect storm."
Patient education and self-help efforts are growing, enormously. 
In Tampa, an activist group of PD activists is developing a database of local treatment and support assistance. The work is led and funded by my nonprofit, Me Over PD (MOPD) foundation.
I explore those patient-led, care initiatives in my and my wife's just published book "Counterpunch: Duking It Out With Parkinson's." It is available in paperback and eBook. 
Quite interesting:    
 https://www.sanluisobispo.com/news/health-and-medicine/article224988180.html  
There is reason for hope, Parkinson's patients' and care partners' lifeblood. The journey will be demanding, as always with the unwelcome Parkinson's tenant in our brains.
https://www.miamiherald.com/living/health-fitness/article228301664.htmlRead more here: https://www.miamiherald.com/living/health-fitness/article228301664.html#storylink=cpy
https://www.miamiherald.com/living/health-fitness/article228301664.html

Red Dead Redemption 2 | Review, Trailer, Gameplay, & Everything You Need To Know.



Rockstar's most awaited game Read Dead Redemption 2 is almost here, Yeah! Red Dead Redemption 2 will finally be released next month on October 26. Yes, it's been eight years since the original, but everything we've seen so far suggests it will be worth the wait. Rockstar has given us some enticing glimpses of a lush and lively Wild West, packed with colorful characters like the Van der Linde Gang and new protagonist Arthur Morgan.

Quick Facts:

Initial Release Date : 26 october 2018
Developer : Rockstar
Platforms: PlayStation 4, Xbox One

A few fugitives are solitary wolves, yet more often than not the kind that lives long. In Red Dead Redemption 2 you'll travel with a great grouping of mavericks and cheats (A run of the mill Rockstar topic). Some of them you've met previously, similar to Dutch van der Linde, Bill Williamson, and Javier Escuella - all objectives of John Marston's manhunt in the first Red Dead Redemption. In any case, numerous more are new faces that assistance round out the pack as not only a band of hoodlums but rather a little society unto itself.


The First Reveal :


The primary trailer for Red Dead Redemption 2 which was released on October 20, 2016, was somewhat of a mindset piece that exhibited numerous districts in the diversion, while likewise depicting the solemn tone of the fundamental account. In this trailer, we saw a few towns and areas, a considerable lot of which are abounding with life and movement -, for example, farmers stirring up some cows, huntsmen bringing back their pull, and a gathering of subjects hanging out in the general store. Which depicted its mind-boggling illustrations.

Who Are We Playing As?


In spite of the fact that the focal character of Red Dead Redemption, John Marston, assumes some job in the story- - the fundamental hero of the prequel is Arthur Morgan. As Dutch's correct hand man and master for the pack, he'll handle a significant part of the day by day obligations of holding the posse within proper limits - which incorporates a youthful and less-experienced John Marston. With regards to keeping the posse and its locale above water, Morgan is very helpful with grabbing different occupations to guarantee everybody is all around nourished and in great spirits. Be that as it may, as the story advances, he'll start to scrutinize his own determination for Dutch's lifestyle, and whether despite everything he has a place in the group.

What's New In Red Dead Redemption 2?


While the spin-off is to a great extent in an indistinguishable vein from its forerunner, concentrating on the investigation, chasing, shoot-outs, heists, and opposite side-exercises where you'll communicate with various exciting characters- - Red Dead Redemption 2 includes an unquestionably sweeping world to plunge into. 

The respect framework from the first diversion makes an arrival, yet now with undeniable point by point following. Alongside the normal subject, individuals from your locale will respond to how well or how ineffectively you treat them (Which is kinda inventive as we don't get the opportunity to see that a considerable measure). As the lead master, Morgan should deal with a huge amount of duties, for example, asset gathering, obtaining assets, and ensuring everybody in the network is cheerful.

Yeah, It Has Online Multiplayer Mode?


As of now, Rockstar hasn't shared any information on how the online play will work. The first Red Dead Redemption included online free-for-all and group deathmatch style interactivity in the open world, alongside a few community themed missions. While it's protected to accept that these sorts of missions will restore, another long-waiting gossip is the presence of a fight royale mode. Rockstar has as of late affirmed that an open beta for the online mode is planned for multi month after the amusement's dispatch. We will see you when we get the news, So be in contact.


Camping and hunting will be a major part of Red Dead Redemption 2 life.


Being an outlaw means adopting a nomadic lifestyle, That when the camps comes to rescue as being a key part of surviving and thriving on the prairie. Camps will act as a hub where you can get to know gang members, learn secrets and pick extra missions. It feels like relationships with your allies will be key to your experience of the world, and you can improves things by contributing to the camp by hunting, contributing provisions or just sharing your wealth. How much you contribute is optional, there's a lot of world to explore out there on your own, and a lot of hunting and fishing to keep you away, but you can bet there'll be benefits to communal living.


Gameplay :

Rockstar Released the gameplay for Red Dead Redemption last month. If you wanna watch  here's the Gameplay


Pre-Order :

Pre-orders are now live for Red Dead Redemption 2 on Xbox One and PS4. 


sábado, 23 de março de 2019

ouo.io - Make short links and earn the biggest money



Shrink and Share

Signup for an account in just 2 minutes. Once you've completed your registration just start creating short URLs and sharing the links with your family and friends.
You'll be paid for any views outside of your account.

Save you time and effort

ouo.io have a simple and convenient user interface, and a variety of utilities.
We also provides full mobile supports, you can even shorten the URL and view the stats on a mobile device.