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Dear settachai,
We have received several phone calls and emails this week from clients concerned about the Coronavirus, particularly the situation in Italy.  We are monitoring the situation closely, and we would like to address these concerns.
Below you will find a short list of things you should know:
  • The Sage Traveling team is in constant contact with our drivers and guides in Italy and all over Europe, and they are helping to keep us updated. Our contacts are reporting to us to be cautious and discerning about what we hear and see in the news
  • Italy is in the headlines right now because they are the only country in Europe that are taking preventative measures. Our sources tell us that they have already contained the situation and that we should be aware that the media is sensationalizing similarly to how they did during other events such as the recent flooding in Venice. This reporting is causing undue fear in many people.
  • The coronavirus is a flu. In reality, classic cases of the flu have caused more death than the coronavirus. People are being advised to take precautionary measures such as keeping hands clean, not touching surfaces in public when not necessary and other basic hygiene rituals. For more tips on prevention, please see the CDC website
  • Just like the flu, this virus has a larger toll on people with underlying health issues, the elderly and the very young. Right now, it is expected that like SARS, the bird flu (H5N1), the swine flu (H1N1), and the seasonal flu, this too will diminish soon. 
  • Sage Traveling cares about the health and safety of its Clients.  It is our best intention to follow this situation closely and keep our clients informed as best as possible.  Our suggestion to our clients is to take a "wait and see approach", and to be prudent while watching your news sources.   
  • We always recommend purchasing travel insurance, not just because of the coronavirus. You can never predict if anyone in your group may need it due to illness, accidents or other issues that may arise during your travels. Having access to good care is essential.
  • Personally, I am cruising from Dubai to Athens in 4 weeks, I'm traveling to Ireland and France this summer, and I'm traveling to Italy in the fall. I don't have any plans to cancel any of my trips. 
I'll be leaving in a month to research accessibility on a cruise!


As Always -Travel Wisely,
John Sage, Founder and President of Sage Traveling


Phone: US: 1-888-645-7920, UK: +44 20 3540 6155
Web: http://www.sagetraveling.com

 
 
   

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G Fuel Alternative (Monday Musings 83)

When I saw one of my friends stream, she mentioned that she was drinking G Fuel, and felt that it gave her very smooth energy, and no crashes after the effects wore off. She felt too jittery on the other energy drinks. Intrigued, I looked into G Fuel.

The ingredients aren't harmful because of the low dosages, but I hate the Sucralose and Acesulfame after taste, which G Fuel contains, and further, G Fuel is rather expensive at $35.99 for 40 servings, approximately $1 per serving, so I thought I can find a healthier and more cost-effective alternative to G Fuel.

After doing research, I found that the most effective way to improve energy and mental alertness is the tried and true, boring and effortful healthy ways such as:
  1. Going to bed and getting up at the same time, i.e. good consistent sleep - most people need 8 hours
  2. Exercising around 30 minutes between 55 to 85% (60% makes the most sense) of your max heart rate, at least 3 times/week, calculator here.
  3. Fruits and vegetables - at least 5 servings - and whole grains
  4. Reduce stress through meditation, problem-solving, and so forth
  5. Smokers, QUIT!
  6. Limit alcohol use 
  7. Diaphragmatic breathing
  8. Hydrate
  9. Avoid sugars
However, there are going to be days when we can't get the 8 hours of solid sleep, eat nutritious foods, exercise, and smokers may slip due to increased stress and anxiety in their lives, and so on.

As streamers, should we then engage in performance drinks and pills, of which G Fuel is the most recently hyped, as marketing states that it was created by professional gamers? 

Reviewing the ingredients of G Fuel, the first part lists vitamins and minerals. However, it's much more cost-effective to take a generic multivitamin which is dirt cheap, and even free with some insurance plans. 

Even so, almost all research studies note that multivitamins don't really improve upon things and I recall my chemistry professor saying that multivitamins only lead to "expensive urine". So, unless you're literally not eating and at risk of scurvy, there's no need for multivitamins.

But, if you want to replicate G Fuel, you can take a cost-effective multivitamin for the first part of the ingredients.

The next ingredient of G-Fuel is the energy complex which consists of 140 to 150 mg of caffeine. Jet-alert caffeine at 100 mg is dirt cheap at $9.95 for 240 pills here at Amazon! You can take 1 and a half tablets (total 150 mg) for fraction of the G Fuel costs.

G-Fuel's other energy complex ingredients include, in addition to caffeine, Taurine, L-Citrulline Malate, Glucoronolactone, and N-Acetyl-Carnitine HCL. All these ingredients, including caffeine, are merely 1.7 grams.

Merely 1.7 grams, because to obtain the stimulating effects of Citrulline, you need on average 3 to 6 grams of L-Citrulline and 8 grams of Citrulline Malate! That's a lot! However, G-Fuel's concentration of Citrulline is well below the dosage needed for its effects (total of all ingredients at 1.7 grams).

Supplemental dosage of Glucoronolactone are between 500 to 3000 mg, so to be conservative, that's 0.5 grams minimum for this ingredient to be effective. Please note that G Fuel does not say how many mgs are included in their drinks, so I'm assuming they don't want to advertise the sub supplemental dosages. I'm assuming it'll be less than 0.5 grams.

Finally, N-Acetyl-Carnitine's recommended dosage to gain effects is 1500 to 2000 mg, and up to 4000 mg for depression.

Taking all these ingredients and breaking them down, the energy complex as to why G Fuel works is pure and simple Caffeine 140 to 150 mg. Again, Jet-alert is the cheaper and healthier alternative (i.e. no artificial sugars).

What can be said of the energy complex, the same can be said of G Fuel's focus complex. Again, total listed of the focus complex is a mere 1.2 grams. Like the energy complex, there's no breakdown of dosage of each ingredient in the focus complex. The ingredients here include L-Tyrosine, Choline Bitartrate, and ATP. ATP degrades through the digestion system, so ingesting ATP gets you nothing.

As for Choline Bitartrate, this study shows no acute benefits in healthy, young human adults - since we're using G Fuel for those immediate, acute effects, Choline Bitartrate does not appear to help in that situation. 

L-Tyrosine may be the only ingredient in G Fuel's energy complex that may have effects, even so L-Tyrosine had mixed results in reducing stress and improving focus. Some research showed benefits from taking L-Tyrosine, but at 500 to 2000 mg, but because there's no breakdown in G Fuel label, it's unclear if there's at least 500 mg of this ingredient in G Fuel, which I suspect is not the case. Again the total listed of all three ingredients is a mere 1.2 grams, and there's no breakdown for each ingredient!

Lastly, G Fuel notes the antioxidant complex, consisting of various fruit and vegetable powders and extracts, and given how many are listed, these might be in such small amounts that they don't have any effect. Indeed, they don't list how much of these powders are in the drink.

Let's pretend that G Fuel's combination does add up to having some antioxidant effects. You can quickly consume orange juice, or shove a handful of grapes or blueberries before stream, and have the same, or even higher antioxidant effects with less effort. No need to waste money and spend effort mixing your G Fuel powder and water!

Even so, the fact that G Fuel doesn't list how much powder and extract they use, most likely there's no antioxidant effects.

Therefore, after breaking down these ingredients, it appears that the effects of G Fuel on focus and mental energy are due to caffeine 150 mg and questionable multivitamin (per research studies). Again, you can get these extremely cheap or even free (multivitamin through insurance).

You may ask why my friend didn't feel jittery on G Fuel compared to other energy drinks? I'm suspecting it's because other energy drinks often include Guarana. G Fuel does not contain Guarana, and the other ingredients listed in G Fuel are such low dosages that you won't feel the effects except for caffeine. The combination of Guarana and caffeine in many energy drinks can make you feel jittery. I think in my case, it also caused heart racing.

The tried and true method in the above numbered list is the best way to improve energy and focus. However, if there's a day that you'll be streaming when you couldn't incorporate these healthy but boring strats, and you found G Fuel helpful, taking caffeine at 100 to 150 mg and a multivitamin will work the same. Not only that, this alternative is not only significantly cheaper than G Fuel, but healthier (no artificial sweeteners).

Conclusion: G Fuel is making a lot of money by brilliantly marketing popular Twitch streamers and professional gamers. However, you can get the same effects by taking cheap caffeine tablets (or drinking your favorite coffee beverage!) and any multivitamin. More effective yet, incorporate healthy life style changes. Don't believe the hype and save your dollars!

Download IGI 2 Covert Strike Highly Compressed For Pc

Download IGI 2 Covert Strike Highly Compressed For Pc

IGI 2 Covert Strike Full Review

Welcome to IGI 2 Covert Strike is one of the best Shooting game especially for shooting lovers that has been developed by Innerloop published by Codemasters.This game was released on March 3,2003.


Screenshot



IGI 2 Covert Strike System Requirements

Following are the minimum system requirements of IGI 2.
  • Operating System: Windows XP/ Windows Vista/ Windows 7/ Windows 8 and 8.1
  • CPU: Pentium 4 1.4GHz
  • RAM: 512 MB
  • Hard Disk Space: 2 GB




Missed Classic: Trinity - Is This The 50S? Or 1999?

Written by Joe Pranevich


Welcome back! Last time out, I explored the strange mushroom forest that I was dropped into after the end of the world. This "wabe", as I think it is called, is a strange place set in the shadow of a gigantic sundial and includes giant bees, an impossible flower garden, a cottage with game design notes, and a half-dozen mushrooms with little doors. But this isn't The Smurfs: each mushroom appears to have been created by a nuclear detonation. As I closed out last time, I finally worked out how to control the movement of the "sun" overhead to drop shadows on each of the doors. I opened the first door and was dropped back into reality, somewhere and somewhen.

This game remains difficult to write about. My usual style is a bit flippant and just not appropriate for the subject matter, but I also cannot help to be quippy. I'll try to keep the tone light as much as I can, but this is a difficult game with difficult themes and some of the scenes in this session are disturbing. I had to step away from the game at one point for a few days. Fair warning, but on with the show.

Ray Palmer seems like such a nice guy.

When I walked through the mushroom door in my previous post, I arrived in a rickety room filled with equipment that I do not understand. The white door remains open and I can use it to return to the mesa in the wabe, but then it closes immediately after. No amount of resetting the sundial opens the door again so I assume there is no way back. Will I only get one shot at each doorway? Is there a way to know what order I have to take the doors? I hope Mr. Moriarty won't be too evil about this, but I am prepared for a lot of saving and reloading.

The equipment that I stand next to is radioactive and obviously a nuclear bomb, but I'm not positive which bomb it is. Climbing down the scaffolding, I find myself in a large room with aircraft hangar-style doors. They are too heavy to open, but there's a button nearby so it's not much of a puzzle. A second button activates an intercom speaker and a voice informs anyone listening that it is six minutes to detonation. I'd better hurry! I open the doors and head out onto a tropical island. Thanks to the manual's history lesson, I guess that this is the H-Bomb explosion in 1952. The documentation just says a "remote island in the South Pacific" and I was fairly certain that was Bikini Atoll, but a quick Wikipedia search informs me that the first test was actually on nearby Enewetak Atoll.

Focusing on the present, I notice that the tide is coming in. That voice in my ear sniggers that "Gnomon can tether tide or time." Whoever he is, he's less clever than he thinks he is. We start exploring from our vantage point on the south of the island. To the west is a second island with a single coconut tree. Thanks to a mob of attacking crabs, there is no way to get to that island or its lone tree. To the north is an "extension" of wood leading off the island, described as being like a six-foot in diameter drinking straw connecting the facility to someplace offshore. It's too high up to climb and I do not see a way to access it from the hangar shed. While exploring, a shark follows me around the island, but when I reach the eastern shore he reveals himself to actually be a friendly dolphin! That's cute, but… er… he's going to die pretty soon.

R.I.P Flipper. None under sea were smarter than he.

Beyond that, there doesn't seem to be much to do here. After a time, I notice that the western island has sunk under the tide and only a single coconut remains floating in the water. There is no obvious way to fetch it but it screams "puzzle" and must be important for something. I eventually work out that the dolphin is actually incredibly intelligent and fetches the coconut for me when I ask. I break it open with my axe but find only coconut milk inside. What did I expect? A priceless gem? The "milk" leaks out quickly and I restore so as not to lose it. Could that be "good enough" for the potion at the cottage? The magpie said that we needed milk, honey, garlic, and a lizard. Surely, this vegan substitute for milk isn't "good enough" for a magic potion, is it? With nothing else to do and the timer ticking down, I leave my paradise to its fate and return through the white door.

I do some fast Googling to learn that the island was called Elugelab; the blast destroyed it utterly, leaving only a 15-story deep crater in the ocean bed where an island once had been. The wooden "straw" led to the nearby Teiter Island which survived the blast. There doesn't seem to be any real-world counterpart to the tiny island with the coconuts; as a tidal island it's not likely to have appeared on any maps and Moriarty may have just made it up.

When I return to the "wabe", I immediately try the coconut milk in the potion and it seems to work! I'm not sure how that counts, but I have three ingredients now. I need to find a lizard.

Princess Peach has seen better.

The Mushroom Kingdom

With my first trip out of the way and the knowledge of how to open the doors, I take stock of the rest of the portal toadstools:
  • The first is in the meadow where I started. It doesn't open again now but presumably led to Kensington Gardens.
  • The second is the toadstool at the waterfall.
  • I cannot find the third. I suspect that it is near the boy blowing bubbles and possibly somewhere I need to fly to if I can work out how to gain altitude. Or perhaps the boy is sitting on it?
  • The fourth is the one that I just explored on the mesa.
  • The fifth is in the garden behind the magpie's cottage.
  • The sixth door is on the moor far to the east of the map.
  • I cannot find the seventh, but I expect that it is probably wherever the ferryman takes you.

My guess is that Mr. Moriarty is clever and has made each of the toadstools independent so that you can take them in any order. I therefore try the second one next and am immediately proven wrong: it leads out into Earth orbit with no spacesuit and nearly instant death. Nukes in space? There must be a way to survive there to do whatever I need to do, but I'm pretty sure I don't have the means yet.

The death scene at least offers some hints as we arrive, dead, at the ferryman's river. This time, we have a coin and use it to board the boat to the great beyond. Other than that, I don't glean any further hints how to cross without dying so I restore and try the next mushroom.

As a kid, I visited the Psygnosis offices in Cambridge. It was amazing. By coincidence, I later worked in the exact same office long after they had moved out.

Mother Russia

I take the fifth door next and arrive in what appears to be an elevated shack on the Siberian steppe. It's cold and gray and someone is speaking in Russian on the loudspeaker. Google fails me and has no idea what "dyevianatsat minut" means, but Infocom was likely using either a nonstandard (or simply outdated now) romanization. My guess is that they meant "devyatnadtsat' minut" (девятнадцать минут) or nineteen minutes. Plenty of time, right?

I climb down from the shack and immediately step on a rodent underfoot. In fact, the ground is mobbed by hundreds or thousands of creatures all racing to the northeast. They "look something like hamsters, with long brown fur and beady eyes". Should I follow them? Or see where they came from? I try heading "upstream" against the tide of creatures, but Russian guards kill me so that's not the way. I follow them instead to discover a cliff edge where the rodents are jumping off in apparent mass-suicide. Only then does the game tell me what you already figured out: they are lemmings! Of course, lemmings don't actually jump off of cliffs, right? That's just an urban legend spread by an old (faked) Disney documentary?

At the cliff, I discover a single trapped lemming in a fissure. I rescue it but it quickly bites my hand and disappears into the mass. If I release the magpie, I can grab it and then stick it in the cage. Is that a good trade? Do I need the magpie for anything? Remembering back last week, I did not get any points for it (only for the cage) so maybe not? Also, lemmings are not lizards even if they have the same starting letter, and even if the potion took coconut milk instead of cow's milk, that would be too much of a stretch. I find nothing else of interest on the tundra. I even jump off the cliff once but just drown in the frigid Arctic water. Once there is nothing left to do and the countdown is presumably getting close, I head back through the door.

Doing some real-world research, I learn that I wasn't on the Russian steppe after all: the Soviets did their nuclear testing at a site in Kazakhstan. I was close enough though since that was part of the Soviet Union until 1991 and Moriarty would likely not have seen it as a separate country. The test site was 100 miles west of Semipalatinsk (now called Semey) and the region sees many health problems thanks to all of the tests performed there. There doesn't seem to be any real-world analogue to the cliffs as the nearest bodies of water I can find to the test site are frozen lakes around 25 miles to the northeast according to Google Earth. Am I looking too deeply at this? Absolutely. I'm procrastinating writing the next section.

A spoonful of sugar helps the deep existential dread go down?

Hiroshima

The sixth door is my only remaining choice, located on the moor just north of the ferryman's river. Stepping through, we find ourselves in midair and falling fast. Unlike in the space section, we have a few turns to experiment before we land with a splat and I have an idea what to do: open the umbrella! Doing so slows our descent enough that we land safely in a children's sandbox. Writing this section is choking me up, so I'm going to pause by just giving you the room description:

Playground, in a sandpile

A set of children's swings move back and forth in the humid breeze. Behind them stands a long building, its windows hung with flowers and birds folded from colored paper.

Mounds of dirt are heaped around a dark opening to the east. It appears to be a shelter of some kind.

Several small children are happily chasing dragonflies north of the swing set. Turning south, you see a group of adults (schoolteachers, by the looks of them), wearily digging another shelter like the first.

Somewhat shaken, you rise to your feet in a child's sandpile. In the pile, you see an umbrella, an axe, and a birdcage.

We know what's about to happen and it's devastating. I gather together my things and discover that I can really only move east towards the shelter without being caught. Inside is a disgusting and rough hewn bomb shelter, filthy and smelling of urine from the people that had to relieve themselves while waiting out the terror outside. It's an awful thought. There's a spade on the ground which I pick up, but otherwise there's nothing else to do.

I leave and discover that a girl is now playing in the sandpit. She spots me and nearly runs to her teacher, but then she spots my umbrella and her curiosity gets the best of her. I can tell that she wants it, so I hand it to her and she runs off into the shelter to play. Could she be the scarred woman in London? Do I even want to consider that?

There is still nowhere else that I can go safely, but seeing folded paper cranes in a nearby school window gives me a thought. I follow her into the shelter and hand the girl my unfolded origami crane from the beginning of the game, the one that gave me the message to go to the Long Water by 4 PM. She folds it back into its original crane shape and I gain three points. It glows with a strange energy. I return outside and the crane grows into a giant living paper bird. I climb on its back and it takes me up to just outside the white door, still suspended in midair, where I can leap off and through. Whew!

From a game perspective, that was an interesting segment and very much "on rails". If I had not brought the paper or umbrella with me, I could not have progressed, plus it was really only two rooms that I had to move back and forth between to advance story segments. More than any other section of the game except perhaps the first near-future in London, this paints a human face on the misery of the bomb. Honestly, this section wrecked me and I needed to take some time off from the game. I'm really not cut out for reviewing this type of emotional experience. This game hurts. I don't even care that I don't know if that was Hiroshima or Nagasaki, I'm done and need to move on.

"You can either look at things in a brutal, truthful way that's depressing, or you can screw around and have fun." - David Spade

Calling a Spade, a Spade

With no more toadstool doors to explore-- I haven't found the third or seventh and the second one kills me immediately-- I resolve find places in the wabe where my new items might be useful. I still have up a spade, a lemming, and an open coconut. It takes some experimentation, but I'll skip my failures and move straight to the good part: I can open the crypt in the cemetery!

Using the spade, we pry off the lid to see the corpse of the "Wabewalker" (me?). This was well-hinted since I was told earlier that I needed more "leverage" to move the lid and a spade is certainly leverage. I had hoped the grave would be empty, but instead I look down at a "great missionary or explorer" in his final rest. I hope this game does not go all Infidel on me. The corpse is wearing a burial shroud, a bandage around his head, and two strangely colored boots: one red and one green. Like any good tomb raider, I strip the corpse and take all of his stuff. His mouth hangs open once the bandage is removed and I discover a silver coin inside. Fare for the ferryman? The boots each have a strange (but empty) recess at the tip of the toes. Do I have to hide something in them? With the corpse thoroughly desecrated, I'm nearly halfway through the game: 49 points!

While exploring, I also get the brilliant idea to float the Bubble Boy's bubble out through the "space" doorway. Amazingly, it fits! The bubble immediately freezes to create a protective shell and that somehow keeps us from dying in the cold vacuum of space. Unfortunately, there is no way to control the bubble and the white door drifts rapidly away from us. After a time, a satellite comes closer and then departs again without letting us do whatever we are supposed to do. There is briefly a Star Wars-style laser destruction of a missile, but nothing to do except wait it out and die. There are still things that I am missing before I can conquer outer space.

What happened to the other five stories?

Desert Island Decameron

I wear all of my burial clothes and the ferryman lets me on the boat! He takes the silver coin as payment (but not the London 20p one) and deposits me across the river. There is no entrance to Hades or two-headed dogs, but there is a small island with the expected toadstool on it. When I arrive with the seventh symbol set on the sundial, I emerge into another rickety shack next to a large metal ball covered with wires.

There are voices outside and if I leave prematurely, I am killed-- more on that in a minute. But if I explore the room first the voices eventually leave. I use that time to try to open the bomb via an access panel that I discover on the side, but no dice without a screwdriver. I even try using the London coin, but it doesn't fit. A book sits discarded on the floor, the Desert Island Decameron. Doing some Googling, I discover that it is an "unconventional anthology of humor"... a strange thing to find in a room with a giant bomb, but perhaps one of the guards needed a little light reading while he considered the hellscape that he was potentially helping to create. Inside is a bookmark with a poem on one side and a diagram scrawled on the other. I get four points for reading it so it must be important, but the only part we can "see" in text is the legend: "RD=DET, BL=POS, ST=INF, WH=GND". My guess is that we are looking at a wiring diagram and an explanation on how to defuse the bomb. In any event, it's useless without the panel being opened.

Once the voices are gone, I exit and climb down the ladder. At the bottom is a padlocked box… and our friend the roadrunner! He's finally back in his natural habitat and seems happy to see me. He even drops the ruby at my feet! I pick it up to gain a few more points and from this moment the roadrunner follows me around. I cannot open the padlocked panel, even when I try to smash it with the axe or spade. Letting the lemming go doesn't help either and I do not see any lizards here.

I'm going to pass on delving too deeply into my explorations of the New Mexico desert for now, except to say that we only get a few turns before we die and even with successive restores I do not find much of interest. I suspect that I am here before I am ready; maybe I find a way to slow down time? Maybe by defusing the bomb at the beginning, the test is delayed by a few minutes and I can explore further before dying?

Perhaps more importantly, this is the message that I get when I inevitably die:

All at once, the desert around you disappears in a flash of startling brilliance! You jam your hands over your eyes in the awful glare; never see the fireball closing in at many times the speed of sound; and never feel the stellar hear that annihilates much of the state of New Mexico.

The real Trinity test, which I am certain is where this gate has taken us, did not nuke the state of New Mexico. It was relatively modest as far as later bombs were concerned and so something must have happened to change history. Have I finally stumbled on the plot of the game? Did someone or something interfere with the Trinity test to make it even deadlier than before? It's a great twist if that's what happened and I am eager to see how the game continues.

For now however, I am stuck and have a few open problems to solve:
  • I have yet to find the third toadstool. I thought it was by the Bubble Boy, but since we use the bubble to go to space I was probably mistaken. I will have to search for it since there's something I missed someplace.
  • I do not know what to do with the wight, either to help it or kill it. Could the crypt's skeleton key by the solution to the lock in New Mexico?
  • I do not know what to do in space.
  • I do not know what to do with the magnetic meteorite.
  • I do not know where to find a lizard. It seems most likely to be in New Mexico, but I doubt it given that even if we find a way to reopen the doors, I don't seem to have a path back across the river to the main part of the wabe.

I did manage to get 70 points, but I've reloaded now to before crossing the ferry so I will have to get some of those again.

Time played: 2 hr 15 min
Total time: 7 hr 25 min

Inventory: bag of crumbs, small coin (20p), silver coin, red boot, blue boot, bandage, burial shroud, credit card, wristwatch, birdcage with lemming, broken coconut, and silver axe. (Not all being carried at once.)
Score: 70 of 100

Storium Basics: Overview

Today's article - and the next several - are going to be of a different sort than what I've done so far on this blog. Today, I'm beginning a series I'll call "Storium Basics." This series is targeted at new Storium players rather than those who already know a bit about it and want to explore it further. It is drawn from my writing for beginners' games that I have run. This series will largely be targeted at the player side of Storium, rather than the narrator side, but should help either come to a general understanding of how the system works.

If you are a new player, I hope that these articles will be helpful for you and help you get started in Storium. If you find these interesting and want to explore further, please take a look at my prior articles on this blog - I've written on quite a lot of different topics since starting up, and there will be articles that explore issues I raise here in more detail. I will try to link to articles that I feel could provide additional help as I go through these basics.

First up, let's take a look at the first question a player will want answered: What is Storium, anyway?

Storium is a play-by-post storytelling game where the players and narrator work together to tell a fun, exciting, interesting story. Narrative control is shared by means of cards: the narrator uses his cards to set up challenges that focus the story on particular characters or events, and the players play their cards to address those challenges and determine how they work out. As this happens, control of the narrative shifts from narrator, to players, and back to the narrator. They cooperate to tell an entertaining story.

Storium is not about winning or losing - it's about telling a good story. The narrator's cards are not meant to be a tactical challenge - they're meant to provide players with interesting things to write about, and provide branches for the story that could either let the heroes show off or add complications and drama to their journey. When the narrator sets up challenges, he's not trying to push the players tactically, make them figure things out, or set up a difficult situation for them. All these things may in fact be true for the characters, but for the players, the narrator's only goal is to give them the opportunity to write a fun and interesting tale and bring out aspects of their characters.

Storium is, in fact, set up to ensure that narrative rises and falls will happen. The card system is designed so that characters will have to have their strong times and their weak times. It is based around storytelling principles, and in a good story, the heroes have their moments of glory and their moments of struggle. Struggle, in writing a story, is not something to be avoided - it's something to be pursued for the sake of adding suspense and interest.

What this means - what I really want to emphasize - is that challenge results are not determined by how well you play. Whether things go Strong or Weak isn't about tactical skill or anything like that: they're story choices, not successes or failures on the part of the players. The characters may be perceived to have failed sometimes, or at least to have succeeded with complications, but the players should never feel that they have. A Weak outcome is not a result of the players making a mistake - it's just where the story went, or even the result of the players deciding that yeah, going Weak sounded interesting.

Storium is about telling stories, and if you're telling a fun story with lots of twists and turns, rises and falls, that's victory for it. :-)

From a player perspective, then, I find it's best to take the mindset that I am trying to tell a story, not I am trying to beat the challenge. You will have more fun in Storium if you are enthusiastic about getting any outcome, not just Strong ones. Come to the game wanting to see your characters struggle at times, and you'll have more of a fun time.

If you take nothing else away from what I write, I hope you take this: Go with the flow and play to find out what happens next. That doesn't mean you can't sometimes aim for a particular outcome - sometimes, something will just feel better for the tale - but try to play for an interesting story, not for tactical success. You will have more fun with Storium that way, and I think in the end you'll find you've written stories you love to go back and read.

I know I have.

Storium is about stories - approach it with that mindset, and you'll find the system's power and how it becomes the most fun.

For more on the general concept of Storium, see:

Huawei: 5G Can Bring Real Emotion To The Mobile World - Ars Technica

Huawei: 5G can bring real emotion to the mobile world

A Disease Of Invaders


Pandemic has taken Settlers of Catan's place as the foremost gateway into hobby gaming, and with its simple yet challenging design, engaging cooperative theme, and deep market penetration, it's earned it. In an effort to get the game to even more tables, Pandemic's publisher has re-skinned the game in a plethora of different flavors, changing the threat to a flood in Rising Tide or Lovecraftian horrors in Pandemic Cthulhu.

We've only played Pandemic once or twice, and never got around to buying a copy for our game library, so we decided to pick up the Fall of Rome version, which replaces spreading disease vectors with invading armies of barbarians intent on sacking ancient Rome. Since we have little experience with the original Pandemic we can't really compare the two, but that might be better as we can look at this version of the game on its own merits.

It's easy to see why Pandemic has been such a successful game. The rules are simple but allow for a good amount of meaningful decision making, and watching the board fill up with counters representing the barbarian hordes gives the game a great sense of drama. Players can command Roman legions to fight off the barbarians, but the real strategy is in collecting sets of cards that can be turned in to make peace with individual barbarian tribes. This doesn't stop them from attacking, but it makes it possible to convert barbarians into Roman soldiers to help fight off their former allies.

Players are also given a handful of special cards that offer great advantages in the game, but at a price. Each time one of these cards is spent for its more powerful effect, it moves the decline marker closer to the eventual collapse of Roman society from within, which gives the game another clock to race against.

The engaging game play is coupled with some terrific artwork that helps sell the idea that these are cultured Roman citizens fighting off invading armies and their own decline, rather than just colored cubes on a piece of cardboard.

Rating: 4 (out of 5) A robust and well-designed game that we will play often, and it's usually an easy sell to our non-gamer friends and family too.

Games Designer And UCLan Alumni, Steven Thornton In MCV Interview.

Lead games designer at 'Sperasoft' Steven Thornton, who worked on Assassin's Creed Odyssey, Rainbow Six Siege and over ten Lego games, explains how QA is still a route to games design and what he looks for in applicants.




























See the interview with Steven at the following link:























Steven has extensive experience in Games Design having worked as Games Director and Lead Level Designer at TTFusion in Wilmslow, prior to moving to his current role as Lead Games Designer at Sperasoft in Russia.

We're very proud of Steven's achievements as we're pleased to say that Steven completed both his MA and BA at Uclan Games Design with First class distinction.


















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