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Food for thought concerning MegaDungeons

Bat in the Attic - Tue, 07/06/2021 - 18:11

James over on Grognardia talks about the list of upcoming Greyhawk products that can be found in Dragon #55. 

Later in the post he focuses on this tidbit

As with most extensive dungeon complexes, much is developed and kept in the head due to actual play, and some areas are so difficult as to be impossible for those not used to our DM style.

A while ago I talked about Minimal Dungeons inspired by my reading up books on the early days of the hobby and this picture of Gary Gygax refereeing where we see part of his notebook.

Minimal Dungeons

Minimal Dungeon Redux

As food for thought, perhaps a megadungeon "fit for sale" shouldn't be focus on presenting a product formatted like a tournament style dungeon. A dungeon map with every room keyed and written with a description. Rather a megadungeon should be focused on teaching the reader how the author ran the megadungeon. Accompanied by any aides the author used whether it is a complete map, geomorphs, or a sketch. 

Keep in mind that the work for a dungeon (or even one of my Blackmarsh style sandbox settings) grows by the square of the area covered. A map twice the size is not twice the work but rather four time the works if one try to format it like a tournament style dungeon.

When it comes to the Greyhawk Dungeon, we do know that Gygax was able to teach how to run it at least once with Rob Kuntz. My opinion that any thing we can do as humans can be taught or at least explained to other humans. 

Personally I was able to do a lot with the map to Tegel Manor because of the numerous notes and the room labels. The key served as a reference to specific content like monsters, and treasure. Occasionally a room would have a paragraph if it was a special encounter. What Tegel was missing was commentary and notes by Bob Bledsaw on how he ran the adventure. Plus a page or two page introduction for novices to running a megadungeon or for less experienced referees would be a good thing to have. 

Categories: Tabletop Gaming Blogs

The Unfriendly Skies - Mind Flayer Variants - The Appearance of the Bothrians A Mindflayer Variant (Well At Least In Our OSR Campaigns)

Swords & Stitchery - Tue, 07/06/2021 - 18:08
 So there's been a bunch of talk going on over here at Casa De Fabiaschi regarding Mindflayers & more specifically the fate of planet KB 2420. This exoplanet was invaded by a mindflayer variant back in 2019 & we've not done that much with it since. The heroes had gotten to the exoplanet & then we stopped because two of our number passed. So the planet is still sitting out there being invaded by Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Racing against a real-life ransomware attack, with Ski Kacoroski: Lock and Code S02E12

Malwarebytes - Tue, 07/06/2021 - 14:34

At 11:37 pm on the night of September 20, 2019, cybercriminals launched a ransomware attack against Northshore School District in Washington state. Early the next morning, Northshore systems administrator Ski Kacoroski arrived on scene. As Kacoroski soon found out, he and his team were on a race against time—the ransomware actively spreading across servers holding data necessary for day-to-day operations. And importantly, in just four days, the school district needed—by law—to pay its staff. That was now at risk.

Today, we speak to Kacoroski about the immediate reaction, the planned response, and the eventual recovery from a ransomware attack. Tune in to hear Kacoroski’s story—and any lessons learned—on the latest episode of Lock and Code, with host David Ruiz.

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The post Racing against a real-life ransomware attack, with Ski Kacoroski: Lock and Code S02E12 appeared first on Malwarebytes Labs.

Categories: Techie Feeds

Top Comments – Pages 1517 – 1518

Looking For Group - Tue, 07/06/2021 - 14:07

Tuesday, YOU are the star! We curate our favourite comments from the previous week’s comments on lfg.co and Facebook and remind you how clever you are. Here are your top comments for Looking For Group pages 1517 – 1518 Looking […]

The post Top Comments – Pages 1517 – 1518 appeared first on Looking For Group.

Categories: Web Comics

How to End Combat Encounters Before They Become a Grind

DM David - Tue, 07/06/2021 - 12:03

Every Dungeons & Dragons player experiences a battle that drags near the end, when the monsters have spent their best attacks and lack the numbers to threaten the PCs. As a dungeon master, I want to cut to the next scene, but thanks to focused fire, the remaining monsters stand near full health. Players won’t spend any resources on a fight that seems won, so they chip away with cantrips and basic attacks. The battle wears on.

After a battle’s outcome becomes obvious, the game can drag. I have had many chances to test ways to move on. Some of my schemes have worked better than others.

Endings to avoid

Avoid having monsters flee or surrender. Some argue that monsters would possess a sense of self preservation. That in the face of death, they would flee or surrender. I used to agree, but then I learned that bloodthirsty treasure hunters never show mercy.

Having monsters flee or surrender seems like a quick way to end a battle, but neither tactic saves time. PCs always pursue fleeing monsters, resulting in a chase. Only have monsters flee when you want a chase, or when the PCs simply cannot follow.

Surrender leads to an ugly interrogation scene followed by the dreary dispute over killing helpless captives. Finally, during the paladin’s bathroom break, the rogue murders the prisoners. (If you have never run these scenes, welcome first-time dungeon master!)

Sometimes, a surrender can lead to an interesting role-playing scene, or a real dilemma. Usually this requires foes who can (a) trade for their lives or (b) offer a good reason they should be freed. In these cases, a surrender can enrich a game by creating interesting choices. See Strong Moral Dilemmas in D&D and the Unwanted Kind that Keeps Appearing. Nonetheless, surrender never saves time.

With either a chase or a surrender, you spend 30 minutes to save 5.

I suspect that in the monster community, word has spread about murderous treasure hunters and their rogues and paladins. Better to fall in battle than to die on your knees or with a knife in your back.

Don’t call the fight. When a winner becomes obvious, some DMs recommend calling the fight. Just sweep the monsters off the map. This fix seems tempting, but players hate it.

As a DM, you know more about the monsters’ conditions than the players. You may see an obvious win, while the players still feel tension. To players, the fight remains undecided and they want to play to the end.

Even when everyone sees the inevitable, calling a fight jars the players out of their immersion in the game world. It leaves players feeling robbed of a victory they earned. “When a player rolls a successful attack, deals damage, and the bad guy dies, that’s something that THEY did. They own that moment,” writes Justin Alexander. “If you, as the GM, interrupt that process, and declare a fiat success, you take that moment away from them: They didn’t kill the monster; you did.”

“As DMs, we might get tired. We might get frustrated because the PCs dominated what otherwise would have been a tough fight,” Mike “Sly Flourish” Shea writes. “Don’t spread your disinterest to your players, revel in their excitement! Be fans of the PCs and come up with interesting ways to end the battle in a powerful in-story conclusion.”

In the worst time crunch, use narration to ease players out of the scene and give some sense of victory. Describe the characters’ final strikes—or invite the players to tell the tale.

Endings to use

Plan an out. The best combat encounters feature an objective different from kill all the monsters. Charactrers attempt to stop a ritual, defend a wall, close a dark portal, destroy an artifact, steal the brain in the jar, or accomplish some other task. Dave “The Game” Chalker calls this The Combat Out.

Often completing the objective returns undead foes to dust, turns summoned foes to mist, makes constructs inanimate, or causes the cultists to rout. Unlike most combat encounters, if the losing foes surrender or run, the players may skip the torture and chase scenes. After all, the victorious players have no information to gain. And if the heroes insist on bringing the fleeing cultists to justice, nobody minds if the DM summarizes that endgame.

Turn monsters into minions. You can bring a fight to a quick end by silently deciding that all the monsters stand at only 1 hit point. The next hit kills. I used to feel conflicted about this technique because it felt like a way for a DM to steer the game—I want the players’ actions and the dice to decide the characters‘ fate. But the characters have settled their fate and won. Rounding up their damage rolls to let them quickly finish monsters just gives the players a victory lap.

Let everyone roll at once. Near the end of a battle, typically only one type of monster remains—often just one creature at nearly full health. These survivors all act on the same initiative count, then all the players act. This situation permits my favorite way to close a battle: everyone roll at once. By now, the outcome has been decided, so no one would waste a spell slot. No player’s action requires my full attention. I announce the monsters’ armor class and invite everyone to roll their attacks and damage at once. If you need to move, just do it. I call out names in initiative order and tally damage. In the time usually spent on one turn, all the players act.

This post updates and improves on a version that appeared in 2016.

Categories: Tabletop Gaming Blogs

Tragg and the Sky Gods Published By Gold Key Comics Adapted for The Astonishing Swordsmen & Sorcerers of Hyperborea rpg

Swords & Stitchery - Tue, 07/06/2021 - 06:35
 Tragg and the Sky Gods published by Gold Key in the 70's were one of my Science Fantasy jams growing up. According to the Wiki entry; "Tragg and the Sky Gods was a comic-book title published by Gold Key Comics in the mid-1970s. The series was created by writer Donald F. Glut and artist Jesse Santos.[1] Later, artist Dan Spiegle would work on the title." The Seventies were all about the ancient Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Bronze Beacon Logo

The Splintered Realm - Tue, 07/06/2021 - 01:11

Over on Patreon, I posted a cover for an upcoming Doc Stalwart comics update that includes the Bronze Beacon, and Rick suggested that the Bronze Beacon needed a logo. I played with this for a little bit, and decided the one with the red arrow pointing to it feels the strongest, simplest, and most iconic. Thoughts?

Doctor Who and Torchwood Share Scribe Award for Big Finish

Blogtor Who - Mon, 07/05/2021 - 17:58

Big Finish have won the prestigious Best Audio Drama Award at this year’s Scribes. They’ve declared a tie between Doctor Who: Out of Time and Torchwood: Tropical Beach Sounds and Other Relaxing Seascapes #4 The Scribe Awards celebrate excellence in licensed tie-in novels and audio dramas based on TV shows, movies and games. This year […]

The post Doctor Who and Torchwood Share Scribe Award for Big Finish appeared first on Blogtor Who.

Categories: Doctor Who Feeds

Retooling the Free Module HM6 The Equinox Demon by Todd Hughes For A Sword & Sorcery Campaign

Swords & Stitchery - Mon, 07/05/2021 - 16:31
 "On the Equinox, a sacrifice of grain is offered to the Nature Goddess. However last year, during the ceremony, a horrid demon arose, demanding tribute. It did not want grain, but gold and gems! The friar made a stand, but it was not enough and now the hamlet is terrified! Will a band of heroes have the guts to face the Equinox Demon? An adventure for 4-6 characters, level 1-3"Today we're gonna Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

The “Always On” Campaign

Jeffro's Space Gaming Blog - Mon, 07/05/2021 - 15:57

One year ago, I broke the news that “one real day = one game day” was the key to understanding real old school D&D. Today I am here to tell you that the implications of this rule go much deeper than we originally imagined.

Now, the first thing you notice is that the AD&D game world of your campaign ceases to be static. As is explained on pages 104-105 with EXTENSIVE EXAMPLES, any monster lair or dungeon location that the players fail to finish off in the context of a single session will typically have about a week to prepare for the players’ return visit. The spirit of these rules is going to come up in most “old school” circles, often times in the context of discussing Keep on the Borderlands, say. However the conventional “stop time” approach to the game will simply not grapple with these time-related issues on near the same frequency as a 1:1 campaign. In real D&D, the notorious “15 minute work day” just isn’t an issue at all.

Note that real D&D gameplay is fundamentally at odds with the assumptions of most modules. Dwimmermount– which until last year had produced the best set of game sessions I had ever experienced– is conceived of as a set of rooms that the players can wander into at any time and then experience a gradually unfolding sense of a weird D&D campaign world. Yes, interesting things should emerge as the players explore, but the setup assumes a more static dungeon environment than I think the rules imply. In any case, there is a world of difference between the dungeons of Dave Arneson’s First Fantasy Campaign and the sort of neo-classical take on the mid-eighties style of adventure module. A decade ago, adapting the OD&D mega-dungeon concept to contemporary understandings of module design was one of the signature challenges of old school game design. But what if there was some other lost axiom of old school gaming that had such a drastic impact on gameplay that this turned out to be solving the wrong problem?

Maybe we didn’t need to adapt seventies style rpg lore to eighties style module conventions. Maybe we needed to adapt ourselves to even more seventies era rpg lore! 1:1 timekeeping with multiple independent domain-level actors is the fundamental axiom we have been missing. Here is what you get by implementing this one neat trick:

  • Every monster lair you hand over to a real player will necessarily generate personalized and idiosyncratic encounter locations. Details on how patrols are set up, even the names and personalities of sergeants and captains. Random table “content generator” supplements take for granted that running the game is a one man show. D&D as it was intended to be played puts players to work helping to flesh out the campaign world.
  • When player characters need to interact with a domain level player, the DM does not need to improvise something to fit the type of adventure he is trying to run. Instead, the person running the relevant domain merely needs to play his role. Bonus: the domain level players will not pull their punches but will instead play their parts FAR BETTER than what a DM will be able to do. They are not limited by the players’ feelings being wounded by a game mastering decision.
  • There will be so much domain-level information being generated and no way to create fair or useful session reports that you will have no choice but to set up a news feed for your campaign comparable to the old Traveller News Service from the pages of the Journal of the Traveller’s Aid Society. And for this one, I confess to not being the sort of person that is creative enough to come up with the ponderous world-building blah blah that comprise most articles and supplements about rpgs. However, with an actual war game running behind the scenes IT IS TRIVIAL to convert game events into hints and rumors about what all is going on.
  • Similarly, your campaign will immediately begin spontaneously generating SECRETS as soon as you turn it on. I always dreamed of someday running a campaign as legendary as the one implied by GDW’s old Secret of the Ancients adventure module. Heck, even something like the nature of elves and dwarves gradually emerging over time in Dwimmermount would be cool. But no, y’all. I’m telling you today that the secrets your ridiculous AD&D campaign will generate JUST AS A SIDE EFFECT OF BEING PLAYED will be more hilarious, more ingenious, and more fun than anything you’ve read about anywhere else. ADVENTURE DESIGNERS CANNOT COMPETE WITH THIS.

Looking back at my 30 game sessions in the Trollopulous campaign last year, as wild as the game was it was still relatively static. The players would merely walk away from many adventure situations only to return a couple months later. At that point I would arbitrarily rule how much things had changed. And yes, this did create a living backdrop. But it was still just a backdrop. Adding the domain-level patron players creates tremendous game elements that cease to behave like set dressing and matte paintings.

Best of all, the game is ALWAYS ON. Players can plot and scheme with each other even when I am not in contact with them. They can act as de facto Dungeon Masters for individual player characters that are running their downtime actions within their domain locations. And they can find a use for many, many old rules that never seem to get applied in more conventional rpgs.

The reason that accounts of Gary Gygax’s Greyhawk campaign are so baffling today is because he had assumptions about D&D that are 100% foreign to practically everyone playing the game today or even that were playing it in 1985. Judging by the magazine articles and remarks I have received from angry boomers, nobody really understood this in 1975. And the amazing thing is… Gygax’s definitive treatment of the subject of Dungeon Mastering ASSUMED THAT YOU WILL BE RUNNING A GAME THAT IS MORE OR LESS LIKE WHAT I AM DESCRIBING HERE: ie, 1:1 timekeeping, multiple characters per player, player-run domains, and NO DISCERNABLE SPOTLIGHT ON ANY GIVEN GROUP OF ADVENTURERS.

D&D is a framework for creating a game THAT IS NOT LIMITED BY WHAT YOU CAN ACCOMPLISH WITHIN AN INDIVIDUAL GAME SESSION OR EVEN A SERIES OF INDIVIDUAL GAME SESSIONS. And when you run it as intended, you get far better results than what people have decided roleplaying games can be. The reason for this is that D&D as Gygax intended creates a MODEL FANTASY WORLD WITH REAL POWERS & PRINCIPALITIES AND WHICH DEVELOPS OVER TIME IN TANDEM WITH THE REAL WORLD.

It really is amazing. If you have never experienced this, you really ought to try it. My friends Chanticleer and Bdubs1776 have experimented with using these techniques to enhance their ELITE LEVEL rpg sessions, folding in patrons and downtime actions with player character adventuring. I have pushed as hard as I could toward the game’s wargaming roots to produce downtime play that is so compelling in its own right you need not ever run an rpg session with it at all in order to play D&D.

Somewhere in this range of gaming styles, you can surely find SOMETHING to take your campaign to an entirely different level. I look forward to hearing from the people that do.

Categories: Tabletop Gaming Blogs

Hold Onto Your Hats – It’s a Babé Crochet Hat Template Giveaway!

Moogly - Mon, 07/05/2021 - 15:00

When I decide to make a top-down hat, I grab three things – my yarn, my hook, and my Babé Crochet Hat Templates! With these templates, I can make hats that fit every time, and you can too! Enter below to win your own templates on Moogly – we’re giving away three full sets! Disclaimer:...

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The post Hold Onto Your Hats – It’s a Babé Crochet Hat Template Giveaway! appeared first on moogly. Please visit www.mooglyblog.com for this post. If you are viewing this on another site they have scraped the content from my website without permission. Thank you for your support.

Categories: Crochet Life

In the Eyes of God and Man

Just Call Me Pastor - Mon, 07/05/2021 - 12:53

Ten years ago, I wrote a blog based on episodes in which people were carelessly overlooked by highly trained professionals. No doubt these episodes were the result of their own distraction, busyness, or routine.  

For example, I recounted a story of a dentist and assistant who hovered over my open mouth while having a conversation as though I wasn’t even there. Another experience was of my ordering and paying for my fast food order while the employee serving me was talking in an uninterrupted stream to her coworker.  

My wife, Kathleen, heard a conversation while being prepared for cataract surgery to the effect of, “Let’s hurry and get this done so we can get out of here early.” Sedated less than they realized, she responded with a pleasant and wry comment, leading the surgeon to pause, come over to her, and reassure her that she would get excellent care, which in fact she did.

I suggested ten years ago that this kind of interpersonal oversight might be uncommon, and yet the aim should be for it to never happen. That is because, according to Christian theology, every person bears the image of God, and deserves equal respect and dignity. 

And now, ten years later, living independently but in a different circumstance, a beautiful retirement-village-within-a-building, Kay and I have committed ourselves to “serving” everyone around us with utmost respect and consideration, even though we are often the ones being served.

Given that we’re both 95, our village staff does many things for us: cleaning, meal preparation for the dining room, hanging a clock on the wall, fixing our small refrigerator, and so forth. And with the strict quarantine of the past year much relaxed, we have contact with a larger number of staff persons, whether in the dining room, at the concierge desk, or in building management. And we are finally meeting some lovely neighbors in nearby apartments. 

In the cosmopolitan Toronto suburbs, we are in a United Nations of national origins, and with many young people. We work hard to remember names, some of which we’ve never encountered before. We telegraph, and occasionally directly indicate, that we are people of faith. We attempt to engage and affirm and respect deeply. 

I suppose one could say “That’s just good etiquette.” Yes, that is true, but for us, it is also more: It is that everyone we encounter each day is of equal value in the eyes of God, and therefore in our eyes.

Photo credit: (via Zdenko Zivkovic flickr.com)

Categories: Churchie Feeds

A week in security (June 28 – July 4)

Malwarebytes - Mon, 07/05/2021 - 12:06
Last week on Malwarebytes Labs: Other cybersecurity news

Stay safe, everyone!

The post A week in security (June 28 – July 4) appeared first on Malwarebytes Labs.

Categories: Techie Feeds

The Valley of Karaccia

Ten Foot Pole - Mon, 07/05/2021 - 11:12
By Matthew Evans Mithgarthy Entertainment B/X Levels 1-2

Responding to a flier promising payment for kobold heads, the party gathers in the town of Brink. From there, they set out on an expedition to the Crimson Caverns, a known kobold lair. After proving their met- tle, the PCs will be hired by the Church of Erm to recover a needed artifact from Fallsbarrow.

This 24 page adventure features three dungeons with multiple levels and about seventy rooms. It’s got a clean three-column format, but is essentially minimally keyed with just a hint of a few extra words. It’s also going to be hard as all fuck for level one and two hobos.

Our action starts quickly. The column read-aloud details the party having a meal in an inn, getting taunted by a local worthy, and then traveling to a cave full of kobolds to stand outside it …  there being a reward for kobold heads. No real fucking about here and, I must say, my preferred way of starting a level one campaign. Short to no time in town and lets play some fucking D&D man! The additional of the taunting by the local bravo is a nice touch, even though he and his friends are found dead in the very first room. Nice detail AND a missed opportunity, all at the same time. 

The rooms here are essentially minimally keyed. “Bones from a few different creatures litter the floor beneath the drop here. Otherwise this area is empty.” or “Two ghouls sitting on the floor rise to attack.” That’s not much for a DM to go on. I get it, minimally keying is a thing and I would certainly prefer it to the text onslaught that most adventures seem to suffer from. It does allow for putting fifteen rooms on just two pages, with the extra text mostly being things like details like “ghouls paralyze creatures of less than an ogres size, make a save blah blah blah” … rules notes that offer little. However, it’s 2021. A little extra room description would go a long way. Something to create an evocative environment, or even a creature description. This can be done without a significant amount of extra text and in most cases can replace the notes on “make a save to not be paralyzed” and so on that pad out this adventures text.

A certain number of rooms do receive just a little bit more text. “The two statues in the north and south are made of green marble, and are of previous patriarchs of the church. The eastern statue is made of crystal and depicts the goddess Erm. All other niches contain sarcophagi.” So, fact based and not a lot to get the DMs juices going. 

The maps are mostly simple star and branching things. One of the systems does have a shaft with three level exits, which provides some decent variety. The first kobold dungeon has two levels, while the second dungeon has one level, then you go to the “shaft” caves to get an item and return and use the item to open up the second level. This is good. A little non-linear play and at least the fetching of the red key for the red door, or the statues missing gemstone eye in this case, is at a secondary location.

The homebase doesn’t overstay its welcome, only being a page long, but it really add nothing to the adventure … it could not be there at all and you’d not be missing anything. Well, anything except the level fourteen cleric in town who gives you the mission for the second dungeon. Eeek! Why doesn’t he go do it? I guess because he’s 60? And he offers raise deads for about 1500 gp at first level … that whole thing doesn’t make sense at all. He hook for the second dungeon is that his apprentice is cursed by an evil object and he wants you to go to the second dungeon to get something to cure her … with no real mention of the thing that cursed her in the first place … a sure miss since the players are sure to inquire and want to follow up on it. Still, level 14 … How about we put him in a cart and wheel him around and act as his bodyguards while he cures, turns, and stuff?

And I say that because the poser levels here are crazy. Decently sized groups of 2HD ghouls, a 5HD queen ghoul, a 6HD bone golem. That shaft dungeon? It’s main shaft is 100’ long and is full of 2HD vines that fuck up the party. I get it, OSR and all that, you can run away. But a star with branching off hallways doesn’t give a lot of tactical options. This just seems beyond what even Run Away offers.

There are other nits. If you bargain with the priest and roll less than an 8 on 2d6 then there will be no adventure for you. That’s a lot of fun. Some rooms say things like “the sounds of battle in the next room attract the monsters here.” … which should really be in the room with the sounds of battle, or noted on the map or something.

It’s basic, nothing wrong with that. When you combine this with minimal keying a little effort at evocative writing, well, maybe you’re in to that. I’m not. There’s a bright spot or to, like exploring down the long shaft full of vines. Ultimately, you have to ask yourself what sort of value you expect to get out of an adventure. Rooms with little more than a monster standing in it, with little to no descriptive text … Meh. I got better things to do with my life.

This is $5 at DriveThru. The preview is thirteen pages. Pages six and seven show the kobold lair, so, from that you can get an idea of minimal keying and decide for yourself if its something you want in your life. So, good preview!


This is episode Oh God How Long Can This Go On of Bryce reviews everything on his wishlist.

Categories: Tabletop Gaming Blogs

Dark Sun: The Gray

Sorcerer's Skull - Mon, 07/05/2021 - 11:00

Cosmology is really on comes up and references to certain monsters or magic in the original Dark Sun campaign setting, but in the second edition supplement Defilers and Preservers the "planes" called the Gray and the Black are established. The Black mainly serves a backstory purpose or to be a place for monsters to be from. It's similar to the Plane of Shadow/Shadowfell, a concept I've felt to be of limited utility in most settings, Dark Sun included. 

The Gray is a different story. It at once solves one potential problem with the Great Wheel: there are too many afterlifes. It also provides a thematically appropriate underworld for the this particular setting.

The Gray is described as a "dreary, endless space" or "ashen haze." In conception it's not unlike Hades or Sheol. Like the River Lethe of Greek myth, the Gray steals memory and identity, but in this case the environment leeches it from them. Eventually their spiritual being becomes one with the gloom.

The only thing I don't like about the Gray as described is that I don't think it should be featureless. More interesting to me, would be if it mirrored in most respects the desert landscape of Athas, except perhaps more desolate. It would be doubted with ruins of dead cities and the tombs and monuments to long dead potentates who thought they could carry their riches into the afterlife--and perhaps, in a way they did, for all the good it did them.

Of course it should be possible (though not easy) to visit the Gray, like visiting the Underworld in Greek mythology. The souls of the dead are probably not dangerous for the most part to visitors, but the the ghosts that could pass between the Gray and the mortal realm might well be.

REVIEW: Doctor Who: The Collection – Season 24

Blogtor Who - Mon, 07/05/2021 - 07:00

Doctor Who: The Collection Blu-Ray boxsets continue with a new release! Exciting! Oh, wait. It’s Season 24… There is no getting around the fact that Season 24 is, to put it politely, not the most highly regarded eras of Doctor Who. The leading man was sacked, hence the hastily concocted regeneration to open the season. […]

The post REVIEW: Doctor Who: The Collection – Season 24 appeared first on Blogtor Who.

Categories: Doctor Who Feeds

What Equipment Do You Have To Play Online Casino Games?

First Comics News - Mon, 07/05/2021 - 06:39

Throughout the last decade or thereabouts, the prevalence of online casino games has developed dramatically. People can read video slot reviews on allvideoslots.com, and there’s a lot of decisions as they are open on a wide range of stages. Thus, we should take a gander at a portion of different gadgets and equipment you can utilize when messing around at an online casino.

Work Area

By and large, any work area is reasonable for playing on the web casino games; the most basic piece of innovation engaged with this exchange is your Web association. In any case, it doesn’t make any difference which Web program you use or regardless of whether you have a Windows PC or a Macintosh. They are on the whole entirely fit for getting to casinos through the program. Obviously, the more present day your work area and the quicker it runs, the simpler it is to play measure hefty games, and there are likewise approaches to tidy up your PC when it has moderate since you have an excess of put away on it.



The equivalent applies to workstations; if they have a steady Web association; you will actually want to utilize a PC to get to your games. Most casino games. can’t be played disconnected, so the Web association again is the imperative piece of the jigsaw. A few clients favor a more conspicuous showcase, and again this relies upon the size of your PC screen. If you are hoping to update and get another one, the size of the screen could be a thought if you appreciate web based gaming in your extra time. You will track down that the quicker the processor and the more memory you have, the speedier the games can run, however by and large, regardless of whether they stay stable, or slack is down to how proficient your Web association is and how much traffic is going through it at that point.


Cell Phones

Online casino suppliers are very much aware that an enormous level of traffic gets to the Web from cell phones like tablets and telephones. Up to 80% of all that we do online is finished utilizing such a gadget. Presently you can get to your #1 casino games by utilizing the Web program on these gadgets, and it would function admirably. Notwithstanding, to offer a superior client experience, casinos have gone above and beyond and created applications that bring you straight into your #1 games.

Download the application from either the iOS Application Store or Google Play and sign in utilizing your typical certifications. You will have full admittance to your record and have the option to play your games with less exertion than exploring through the program on your cell phone. Likewise, utilizing the applications will offer a far better execution than your games since it is simpler for them to upgrade the applications to guarantee a decent presentation than it is for them to enhance each game for an alternate versatile program.


Portable Information

Once more, to get the best from your game, you depend on your capacity to get to the internet, and with cell phones, you regularly have two choices. You can associate with a Wi-Fi organization, or you can utilize 4G or 5G information. Games will run completely well, giving you have a decent solid sign, however, if you are progressing, for instance, driving on a train, the sign could drop at any stage, which conceivably would make the game slack or boot you out of the meeting. Obviously, on the off chance that you are on a Wi-Fi organization, the association is probably going to be more steady and offer a superior encounter.


Different Gadgets

The up and coming age of casinos will see intuitiveness with the absolute most famous control center, like the Xbox and the PlayStation. As of now, you can play Web based games, and there is admittance to casino style games. Notwithstanding, this doesn’t join the capacity to get to an online casino and wagered and win with genuine cash. However, it is believed to be not far away before something like this is generally accessible. Online casinos are additionally testing a great deal with computer generated reality and expanded reality.

Players can utilize computer generated reality headsets in certain games to make a substantially more vivid experience for their casino play. Now, these games are quite restricted because, to utilize computer generated reality, the player should have additional equipment as an augmented experience headset and gloves. Thus, casinos are quick to guarantee that they are not barring any area of the market that doesn’t approach these simply by offering a small bunch of games. How expanded reality will function is at this point obscure, yet almost certainly, components of the casino will actually want to show up on your portable screen and by utilizing the camera, it will appear as though they are in your room with you.

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