text:
Real men role play with pencil and paper, or nothing at all.
I got into a discussion last week with an old friend about how World of Warcraft replaced Dungeons and Dragons for him. I, being a curmudgeon, pointed out that MMO's seem wholly lacking in placing the player as the sole hero of the world. And the mechanics of the game, just lead to number crunching, and acquiring loot. Even in those instances where World of Warcraft tries to thrust you into a story mode of defeating some world destroying foe, it is diminished by the fact you can do it over and over again. And millions of other people can do the same heroic world saving. Computers still have a long way to go in making up a story. Bree Yark!
This is interesting in that your friend apparently views the game differently from you. That is, WOW is a social venue with a game attached that gives you something to do with your friends. The friends are more important than the game. Blizz has taken pains to ensure accessibility for a large number of people. The system requirements are low, the interface is responsive, and the game itself is extremely easy. All this improves the network effect of the game.
There are different approaches to playing pencil-and-paper RPGs. Some people play socially, to be doing something with their friends. Some play to win, and will abuse the rules. Some like impromptu acting. Some like poking around in somebody else's imagination. None of these are inherently good or bad, but there's been plenty of conflict when people didn't realize that their colleagues were playing in a different style, or wanted something different out of the game.
Any MMORG will do for social players, really. Actors probably will avoid computer RPGs. The tourists will be happier with a rich and detailed world. The rules lawyers will like a game with complicated rules and, preferably, a real goal (although they're perfectly happy setting their own).
It's really a shame that after our party completed that really fun adventure module that all copies of it in existence spontaneously combusted and all electronic copies deleted themselves so that no one else could ever be the ones to save that village.
It's really a shame that after our party completed that really fun adventure module that all copies of it in existence spontaneously combusted and all electronic copies deleted themselves so that no one else could ever be the ones to save that village.
Not quite, but the adventure is over within the framework of the world you are playing.
You aren't going to wander back to the village after rescueing the girl fom the infamous goblin captain grog -- whom you personally slew, separate from your companions, only
Until we come up with sentient, human-like AIs, computer "role playing games" and pen-and-paper "role playing games" will be completely different genres.
To me, the defining characteristic of pen-and-paper RPGs has always been the "anything's possibly because it's a game of human imagination", given structure by agreed-upon rules where necessary, part. And since that's precisely what computer "RPGs" don't have... I don't know. To me, equating the two has always seemed like one of the most ludicrous commonly-
Yeah...they do.
DM: You stand before the gates of Yoren.
Gorack the Half-troll: I'm gonna roll to see if I can get hammered drunk at the tavern.
DM: What? fine. Roll to see if you get drunk.
Trantor the Barbarian: I'm gonna attack the gate guards!
DM: Oh for fu....ok, fine. Roll to see your damage.
Gorack: Yes! I'm hammered. I'm gonna feel up the tavern wench! Can I roll to see if I squeeze boob or butt?!?
Spatula the Mage: I'm with Gorack!
DM: *snaps* ROLL IT, THEN MORANS!
Real men role play with pencil and paper, or nothing at all.
With a name like "sexconker" you should know that real men role play after a trip to the "adult" store. RAWR Catwoman, I am Batman! I'm going to grab you while you're on the litterbox... crap, I mean, nevermind.
Anyway, role playing is about spicing up the ol' bedroom, not pretending you are grabbing your robe and wizard hat.
I must be boring as I still think plain sex with a naked chick is fun. Never got the whole dressing up thing.
True enough!
I wonder if there are any articles out there describing key aspects of different dice systems and why some are popular and others are not. For example, despite the statistical shittiness of d20, it's extremely popular. The epic-feel roll-and-keep of 7th Sea (and L5R) are less so.
What are key things to keep in mind when designing a homebrew pen and paper system?
Inquiring minds want to know...
In every RPG I've ever played you start out pretty weak and helpless, and work your way up to being an unstoppable demigod. Starting the next game out with god like powers is going to ruin a lot of the game.
The only RPG I've really found character importation to be nice on was the Quest for Glory series. It helped that that series was mostly a point in click adventure game though, and being all powerful doesn't get you through the game alone.
In every RPG I've ever played you start out pretty weak and helpless, and work your way up to being an unstoppable demigod. Starting the next game out with god like powers is going to ruin a lot of the game.
The only RPG I've really found character importation to be nice on was the Quest for Glory series. It helped that that series was mostly a point in click adventure game though, and being all powerful doesn't get you through the game alone.
It seemed to work pretty well in the original dot hack series, but that was because in each game, a new server would open up, with more powerful enemies.
Except then they just added (N-1)*100 to the requisite for each skill task. By QFG4, you couldn't climb a ragged stone wall without 350+ Climbing, and apparently gravity was multiplied by 3.
And the mechanics of each game varied enough to completely change the effective of spells vs. long-range vs. melee. For example in QFG3 (only) you could throw almost a hundred rocks at a creature before it crossed a skareen-length, and spells were basically worthless. Then in QFG4, the "charged up" versions of spells in
In every RPG I've ever played you start out pretty weak and helpless, and work your way up to being an unstoppable demigod.
But the power is relative. For example, if you start at level 1 in a D&D style game, sure, your one magic missile or leather armour sucks compared to what you get by the end of the game. But then just because you've got area effect spells and magically enhanced weapons by the end, that doesn't mean the sequel can't have bigger, badder bad guys who are tougher and/or in some way resistant to those attacks, such that you have to develop still more powerful tricks to beat them.
The Baldur's Gate series made
The problem is that, as others have pointed out, at the end of most CRPG's your character has God-like abilities. So there are several options to make importing your character into the sequel work, none of which are particularly good:
Seems like there's a middle ground where the designer could provide for a dual path experience. Create levels and challenges that can't be solved using the god-like tools developed in the previous installment. Newbies to the 2nd installment could play through and gain the tools they need along the way. Imports could play through and still be entertained by the challenges and gain new tools.
I think it's limiting to assume that any uber-powerful skill can be applied to solve any kind of problem.
Actually, IIRC, many of the old games that used to allow it did it like this:
4. Allow you to keep your level 30, super badass character and scale up the games with new (much tougher) enemies, new spells/skills to acquire, etc. This is similar to #1, but to allow newbie to come in, it allows a new player to create a new character who is the equivalent of a level 30 badass from the first game.
That way, whether you're a veteran who wants to keep his old character or a newbie to the franchise, you can both g
Yes, this is true, Baldur's Gate II did this as somebody else already pointed out, but I still think the newbie misses out on part of the experience because of this. When they start the game and have to assign 30 levels worth of points right off the bat, it leaves them a bit lost. Part of the fun is starting at the very beginning and learning what various stats, skills and spells mean, slowly, as you grow.
I also remember the old later entries in the Bard's tale series had "starter" dungeons for newbies, but
One way around this is with proper design, If your "powers" are dependent on something besides time to recharge then you can limit the availability of that substance in the sequel. For instance if it takes 300 jubu rocks to cast the "death to everyone within 5.5 miles" spell then simply limit the number of jubu rocks. The new powers, that you must learn because jubu rocks are suddenly so scarce, are based on turdo rocks which are far more common.
You can do the same thing with weapons by limiting the ammunit
Here's an idea - not sure if anyone's tried it out (it's sort of a hybrid approach). .
1) Have your imported character gimped a little bit (say drop from level X to level X/2 or something - still pretty powerful though). You could explain this as a result of any number of things - from simple inactivity (not been any crises for a few years, so the character got out of shape), or an illness, accident, or some other trauma, or perhaps a result of a magical curse from an enemy or angry god.
Coupled with:
2) All
Or, perhaps, do what the oh-so-clever people at SSI did, don't give players god-like powers, and pick up where the game left off. Unthinkable, huh?
Dungeons and Dragons, played "by the book", doesn't really give you enough XP to get to level 20 in the course of the typical CRPG. Given the extension of Neverwinter Nights, you'd probably be like level 10 at the end, tops. So what they did with the Gold Box games is that the first game in the series is the low level adventure that leaves you at like level 5-6,
This is pretty true of gaming in general these days. Many old games had the threat of failure (take a look at the list of challenging NES games), and you'd have to start over. Some old greats simply got harder until they beat youâ"like Tetris for example. Now of course it's a foregone conclusion that the end user will eventually win simply by persisting long enough.
It's not nearly on the same scale as Nethack versus modern RPGs of course, but the drop in difficulty is certainly not limited to the RPG genre.
I have to wonder if the shift toward online multiplayer (such as in the FPS genre) is at least in some small part due to people wanting to find the difficulty and challenge that no longer exists in most single-player games.
Wait till you get to 36. I could barely bring myself to finish reading your post.
(Joking! Joking! Don't hit an old man!)
I have to wonder if the shift toward online multiplayer (such as in the FPS genre) is at least in some small part due to people wanting to find the difficulty and challenge that no longer exists in most single-player games.
Maybe. But they aren't finding it. FPS Multiplayer games aren't hard. They are short, simple, incredibly repetitive, and there are no real consequences.
MMORPG competitive multiplayer for the most part isn't any better. The consequences are minimal with a few notable exceptions.
And even on
From the writeup, it sounds like the author is one of the players who never makes it past the mid teens, because he constantly takes risks with his character and will inevitably lose.
But apparently has fun doing it that way. If the way you play takes the fun out of it, maybe you're the one doing it wrong. Now, a good game isn't so impossibly difficult that the only way to succeed is grinding but isn't so watered down that everything feels like a grind.
It may be fun (for awhile), but he's only playing the first 10% of the game over and over again.
This is a good point. It seems a lot of it is up to the player. The best thing a game creator can do then, is make the game flexible for different playing styles without forcing the player down too narrow a path. It still comes down to a balancing act to make it a challenge but not tedious. A game should let you get away with a little 'bad' playing without actually rewarding it as long as you don't do anything totally stupid. I think that helps with the immersion factor by letting you choose what you would
Amen. Whatever features and complexity Nethack promised were completely lost on me as I spent:
- One hour trying to understand the controls.
- Two hours floundering around the first few levels, trying to find an exit
- Ten minutes actually fighting enemies and doing stuff
- Five minutes unsuccessfully trying to find a way not to die of thirst.
Then the game wipes your save file and throws you back to the beginning. Fuck that. I'm off to play a game that doesn't deliberately try to waste my time. I'm not 14 years
If you ever find yourself in a situation where death is close, you are playing wrong
Perhaps it's you who is playing wrong. Sure I die a lot in rogue-like games, but at least I'm having fun while doing it.
You should check out Dungeon Crawl. It is open source and actively developed. There are a couple of servers for online play, too. It is far more fun than Nethack. I haven't tried ADOM, but I've heard there are some really bad bugs in the last version (it is closed source).
I disagree with your disagreement. The key characteristic of grind is tedium. Even when you're playing conservatively, there are lots of options no how to proceed. It takes thought, you're not just doing the same thing over and over the way you would in Phantasy Star. The only time I ever felt like I was grinding in Nethack was when I just needed one or two pieces to complete my ascension kit, and had to find the right monster to drop the right items.
If you ever find yourself in a situation where death is close, you are playing wrong, in order to succeed in Nethack (or any roguelike for that matter), you have to play conservatively, beating up on things that pose no threat to you while escaping anything that might pose a challenge. Even if you can beat a challenging monster 95% of the time, eventually that 5% will catch up to you and all of your progress will be erased by a small handful of bad rolls. This is why only obsessives play Nethack, nobody els
Sure, you're not having traditional "grinding" behavior in the game, but you are grinding the game.
Six ascensions in a row? Yikes. For all outward appearances, you're grinding NetHack in real life for bragging rights. I mean, I guess for you that might be fun, but I guarantee your experience is not the norm. NetHack, to 95% of the people who play it, is a cruel, exacting master. Most people don't want hyper-realism in a game, they want what they can't get in life: realism plus some degree of player control
Six ascensions in a row? Yikes. For all outward appearances, you're grinding NetHack in real life for bragging rights
That was in tournament play--it didn't even make the top 3 list for the tournament. It puts me in sort of medium-beginner level for tournament players, a long way away from bragging rights--the top players have streaks in the 20-30 games range, with multiple conducts, extremely low scores, and other really tough facets.
Nethack is an odd game, learning-curve wise. After you put in 10 years o
Not exactly revolutionary but this is a great description of the game mechanics involved in playing to the casual audience. Like it or not any game that wants widespread adoption will not be targeting the hardcore players more willing to reroll when they fail. It's too bad really since those games were far more entertaining than end-game World of Warcraft is today.
Another good reason for games to reward players for their time is that it requires far less testing. if your Cow kills my level 99 Amazon beca
we just give up on mmo's and micro transaction based flash games and go back to some good old Tabletop Gaming with friends that uses our brains and some funny looking dice - if you really need a computer, there are excel characters sheets and virtual dice that will run on any platform?
http://www.rpgnow.com/ [rpgnow.com]
http://www.yourgamesnow.com/ [yourgamesnow.com]
http://www.paizo.com/ [paizo.com]
http://e23.sjgames.com/ [sjgames.com]
Don't forget The Forge [indie-rpgs.com], a great place to find off the beaten path games.
Oh, and, of course, Troll Lord games [trolllord.com] for those of us in the "get off my lawn" demographic.
If your cheap, you can wait a year until Free RPG Day [freerpgday.com]
Of course, me? I prefer boardgames. [boardgamegeek.com] (and card games [fantasyflightgames.com]).
Of the rpg's I've played in recent years, the ones that were the most tedious were the ones lacking in good stories. It makes the entire play experience feel like a chore.
If bad storytelling is the first sin, then the second has to be needless complication. Oblivion is the prettiest rpg I have ever seen but the leveling mechanics were atrocious.
The whole bit about having numerical stats and assigning points is a holdover from pencil and paper gaming. I think they should just ditch the idea of leveling. If you just make it equipment-based, you start out with crappy loot and get better loot the further you go. Better loot means you can take on bigger tasks. If you insist on having personal stats that advance independently of the equipment, then just make it be a linear progression based on the amount of time spent doing stuff. You use melee weapons a lot, your melee skill grows. You use the bow, that grows. But if you don't use staff weapons, then that stat never progresses.
What absolutely must be avoided at all cost is making the player feel like he has to consult a guidebook on how to play the game. When you have to think about how to play rather than simply play, all immersion is ruined.
What absolutely must be avoided at all cost is making the player feel like he has to consult a guidebook on how to play the game. When you have to think about how to play rather than simply play, all immersion is ruined.
That is certainly your preference when it comes to games. However, as a counterexample, I love the fiddly numbers in most games. In Starcraft, I had memorized the cooldown times, range, damage, etc. of every single unit. I could have run simulation battles on pen and paper... and I sometimes did. In Kingdom of Loathing (an MMORPG) I was part of a group that spent time working out the exact stats of every monster and the hit/miss percentages.
To me, numbers are fun, to you they are not. Yeah, you can
If you insist on having personal stats that advance independently of the equipment, then just make it be a linear progression based on the amount of time spent doing stuff. You use melee weapons a lot, your melee skill grows. You use the bow, that grows. But if you don't use staff weapons, then that stat never progresses.
They tried that in Final Fantasy II. (I don't need to add the "J" any more, do I? Everyone knows FFII as the NES game by now, not the US release of FFIV, right?) It sucked.
The problem is that it takes mindless grinding from "grinding to raise every stat" to "grinding to raise a single stat." So in that game you'd find yourself wandering around getting attacked, ignoring the enemies, and then fighting amongst yourself to boost HP and weapon skills to the point where the enemies in the next area wouldn't kill you. It also meant that you could easily gain useless equipment. (Great, I've got the Staff of Pwning, and everyone is Level 1 Staves.)
The whole bit about having numerical stats and assigning points is a holdover from pencil and paper gaming.
(There's no rule about responding in order, is there? Er, anyway...) I disagree. The numerical stats and assigning points are done in computer RPGs because the run on computers. A computer is good at handling numbers. When you get right down to it, every computer game has these numerical stats. For example, in an FPS, each weapon has a different damage stat and enemies have different health and armor stats. The player might not see the stats, but ultimately, every computer simulation basically handles things using numerical stats.
What I would agree with is having "large jumps" in power levels is a hold over from pen and pencil days. There's a reason that the level cap in WoW is 80 and the level cap in D&D is 20. (I think?) In WoW, the computer can easily handle the larger range in values, where a human with pencil and paper would easily get bogged down if they had to keep track of everything.
I think they should just ditch the idea of leveling. If you just make it equipment-based, you start out with crappy loot and get better loot the further you go. Better loot means you can take on bigger tasks.
The problem with that comes when combined with:
What absolutely must be avoided at all cost is making the player feel like he has to consult a guidebook on how to play the game.
Leveling allows a player to adjust difficulty within the game. If you absolutely suck at the game, you can grind until you get higher stats and reduce the challenges to the point where you can handle them.
If you tie advancement to equipment, if the player sucks at the game, they're either SOL because they can never gain more power until they overcome the current challenge, or they have to look into a guidebook to discover which pixel the Staff of Pwning is hidden under.
Otherwise, I agree - you shouldn't need a guidebook to be able to generally play the game. The game mechanics should be easy enough that you don't need to worry about permanently screwing up your character. Good PC applications have an "Undo" button for a reason - the user/player should not be punished for experimenting. ("Save repeatedly" isn't acceptable for a PC application, it shouldn't be for a game, either.)
But computer games are always going to have stats, and allowing grinding to advance turns out to make the games more accessible to a wider range of skill levels. The best players can blaze through at low levels, while the worst can slowly slog along.
NetHack still has more game awesomeness than any other game I've ever played. Not only are you potentially one cockatrice away from death, but the levels are randomly built and stocked (never the same game twice) and there are a lot of them. The game has many levels that are fixed (castle, town, etc.) but even there what you will encounter is a total crap shoot; the game even takes into consideration the phases of the moon and adjusts your "luck" accordingly (sacrifices don't give you anything, etc.). It has something of a story arc; you are definitely not the same character by the time you've "ascended" and the puzzles and challenges fit accordingly to where you are in the story. Throw in an amazingly deep set of game rules, more items than you know what to do with (though you'll want to cache them on some levels 'cause you're gonna need them coming back up), more characters and monsters than in the D&D MM, and the ability to play it on every computer/operating system in existence.
In short, if you don't mind that it doesn't have multiplayer or graphics that require OpenGL or DirectX, it's the perfect RPG. But as a college freshman who discovered it on a VT100 in the library, I can easily say it's the game I've played the most over the years, bar none. And I've never played the same game twice. And, to my eternal frustration, I've never ascended (got as far as the plain of water, though!).
Try Linley's Crawl, or the latest, Crawl Stone Soup, the first roguelike I've found that's more fun than Nethack.
If you're only looking at EQ/WoW/LoR/etc. then this is all true.
They are made to have very limited pvp and limited chance of death or failure.
But there is an entire genre of MMORPGs devoted to PvP and getting that adrenaline rush from the risk of "sudden catastrophic failure".
For examples, check out www.darkfallonline.com, www.moralonline.com, and www.pker.org for more info.
The Plot
1) A young naive protagonist who is resourceful and scrappy but not particularly strong.
2) gets caught up in a fight against an evil (organization, company, religion, empire, conspiracy)
3) requiring him to leave his small village
4) and gradually explore parts of the world on a linear path
5) until he eventually gets free roaming of the entire world
6) and eventually goes to visit outer space or time shift
7) on the way to fight the proto enemy, who turns out not be the real enemy
8) and eventually reach
1) A young naive protagonist who is resourceful and scrappy but not particularly strong.
2) gets caught up in a fight against an evil (organization, company, religion, empire, conspiracy)
3) requiring him to leave his small village
4) and gradually explore parts of the world on a linear path
5) until he eventually gets free roaming of the entire world
6) and eventually goes to visit outer space or time shift
7) on the way to fight the proto enemy, who turns out not be the real enemy
8) and eventually reaches the real, final enemy
What you just described there is referred to by mythologists as the Hero's Journey [wikipedia.org] and can be found in everything from Gilgamesh to Star Wars.
the young naive protagnoist is usually not naive or weak. In fact, the protagonist is often portrayed as strong, cocky, and sometimes needs the wisdom of a counterpart (usually a woman) to temper his ego to help him complete his goal.
see - Indiana Jones, Top Gun, (most any Tom Cruise movie), Conan, Star Trek, Tarzan, etc.
To paraphrase a certain master swordsman, "You keep using that term. I do not think it means what you think it means."
Even in Nethack all you risk is time. Eventually you'll progress. Might take starting over entirely but that's just another version of starting over from the last save. In any case, the reward for risking your time is progression of the game/story.
this is also why there are no more janes type sims. no one is willing to spend a week learning how to work the controls just so they can take off and not blow up.... (mig alley im looking at you).
i LOVED janes games. longbow, f15, f/a18. excellent gameplay, good replay, tough to learn in sim mode.
the only hardcore game like that left i know of is ww2online [wwiionline.com]
Just wait till Homeland Security finds out about this Rocket Propelled Grenade manual.
You can expect a knock on the door, and Slash dot is going to to FISA court.
I think the difference being mentioned between nethack and 'grinding' is probably that (and nethack excluded) most games are simply too damn easy nowadays.
I know by being a gamer since 88' or so I must have a lot more developed skills and such --- but -- really... I put games on the hardest levels and almost never die or 'restart' or whatever the form of LOSS is that happens in games.
Games are just too damn easy. Mario for NES was hard and took work. Anyone remember Abadox? Or Battletoads? Most games were much harder.
But at present, games have all these things to tell you exactly where to go, a million places to save (if not at any damn point), and a hundred other incentives to basically always keep you going. And then, without the challenge, people are just not as excited by games and in this case, the work of the game in many RPGs has simply been reduced to a 'grind'.
On the new Prince of Persia, you can't make the mistake of falling off a cliff... some magic chick comes and pulls you up EVERY SINGLE TIME. YOU CAN"T LOSE! To me, that's boring.
I'm guessing somewhere in the business/marketing/sales department, richer gaming companies have figured out that permitting noobs to continually succeed generates more sales... Who knows... That has basically been my assumption as I've seen game sales climb while the net difficulty dropping significantly...
I guess my point is that easiness/laziness seems to sell more games, and even if it gets boring, it probably outsells equivalent games that carry challenge and accomplishment. Hell, much of the reason of the MMORPG is to fulfill the lack of accomplishment in our mediocre reality by becoming doctors and architects with only a week's worth of effort... We grind through university, quickly forgetting why we took ethics and US History --- and all the important material we were required to learn.
Anyway.. Games are too damn easy now. I just read some article where nintendo is setting up to actually put the game on auto-pilot and have it play FOR you.
Two things:
1) People have fun in different ways. From your post it seems like you have fun by over coming the challenge of having to have sharp split second response times (mario, prince of persia). Some people don't enjoy that, and despise having to play the same 2 minutes of a level over and over until they can do it in their sleep. Some people just like being an active participant in the story and action. Some people like to have to come up with a winning strategy. Some people like to find-the-pixel
Maybe you need to take on something more challenging than gaming, like creating a game that will be a challenge to experts and still sell enough copies to justify the effort. Or is that to much challenge?
20 years ago the "challenge" that most games offered was basically rote learning. BS tricks like insta-kills that you could never possibly anticipate the first time you saw them. Oh and forcing you to start from square one over and over again.
I'm glad that game designers have mostly abandoned that crap.
there is nothing stopping you from hitting the reset button when you fall off a cliff
Nothing besides classical pavlovian conditioning. He wants to win the game and he just can't help pulling that "win the game" lever if it is there. Or, in this case, he can't help not pulling the "lose the game" lever that is there.
OMG those were hard.
Now... the ultimate.....
Fester's Adventure!
1 hit.. 1 life... you die.. game starts over.. That was actually the whole selling point of the game on commercials, I remember. LMFAO. WTF!
You won't be blowing me anytime soon.
Finish Devil May Cry 4, or better yet 3, then come back to me.
Maybe not everyone wants to spend two hours getting past one level, or having to restart the entire game if you die once; or dying, not because you made some sort of tactical mistake or miscalculation, but because the game randomly threw an impossible task at you. It's also worth mentioning at the same time that game controls have gotten more responsive and agile comapred to the old days; so maybe part of it (at least with reflex-based games) is that we are working with better equipment. I know that I pla
This seems like a good an opportunity as any to ask this question (prepares a curse on those who would mod me 'Offtopic')...
So, I've never played Nethack (I know, I know, negative a million geek points). So let's say I want to give it a try, to at least experience it. And let's say I don't care about nostalgia and am entirely open to pretty graphics and ease-of-use. What manifestation of Nethack would you recommend (for a computer running GNU/Linux)?
This article seems to have quite a bias towards "western" computer role-playing games (even the naming, CRPG vs JRPG, makes this obvious).
The quality of the comments for JPRGs is much poorer, and it really feels like the WRPGs are more noble in the eyes of the author, even though these days it's a real struggle finding a decent WRPG while there are very good JRPGs everywhere (which are actually challenging and well-balanced, unlike most western ones, and contain much more content), which have also much more
I do agree that the author seems entirely too focused on Western RPGs; I love both genres but he simply seems entirely biased against JRPGs, he also seems to have a bias against modern WRPGs. Don't get me wrong, the older WRPGs are great and worth mentioning, but he fails to mention anything more modern from WRPGs than Baldur's Gate aside from WoW. What about Neverwinter Nights which revolutionized how we look at the modern WRPG? Diablo? Mass Effect? The Witcher? All of these could easily be mentioned
Vitamin C deficiency is apauling.


text:
Note: This recipe is especially for teens who must avoid gluten, a type of protein found in many foods.
Prep time: 20 minutes
- 1 tomato, diced
- ½ onion, finely chopped
- 1 tbsp. lime juice
- 1 tbsp. fresh cilantro, chopped
- nonstick cooking spray
- 3 oz. chicken breast, cut into bite-sized pieces
- ¼ onion, finely chopped
- 1 clove garlic, minced
- 2 corn tortillas (gluten-free)
- 2 oz. jalapeño Jack cheese
- Preheat oven to 350ºF (176ºC).
- In a small bowl, combine the tomato, half of the onion, lime juice, and cilantro.
- Coat a skillet with nonstick cooking spray. Add chicken and sauté until cooked through and juices run clear. Remove chicken from skillet and set aside.
- Sauté remaining half of the onion and garlic in nonstick skillet for 2 minutes.
- In another bowl, mix chicken with half of the salsa and set aside.
- Spray baking sheet with nonstick cooking spray and place tortilla on baking sheet.
- Spread chicken and salsa mixture on the tortilla.
- Spread cooked garlic and onions over chicken.
- Sprinkle cheese evenly over onion and garlic.
- Cover with another tortilla.
- Bake until quesadillas are warmed through and cheese is melted, approximately 10 minutes.
- Cut into four wedges and serve with remaining salsa.
Serves: 2
Serving size: 2 wedges
Nutritional analysis (per serving):
245 calories
20 g protein
10 g fat
6 g sat. fat
20 g carbohydrate
3 g fiber
50 mg cholesterol
190 mg sodium
285 mg calcium
1 mg iron
Note: Nutritional analysis may vary depending on ingredient brands used.
Variations and suggestions:
You can top with gluten-free sour cream and/or gluten-free guacamole. If you're pressed for time, try substituting with store-bought salsa (check the label to be sure it doesn't contain gluten).
Reviewed by: Allison Brinkley, RD, CNSC, LD/N
Date reviewed: July 2012
Note: All information is for educational purposes only. For specific medical advice, diagnoses, and treatment, consult your doctor.
© 1995-2013 The Nemours Foundation/KidsHealth. All rights reserved.

subset: commoncrawl


text:
Local sims are better for roaming as the costs are VERY HIGH.
StraightTalk has a program just for this called StraightTalk SIM. It's $30/mo for 1000 minutes / 1000 texts or $45 for unlimited.
I work at Walmart and sell a lot of straight talk phones to people, and have activated many "bring your own hardware" plans with the straight talk SIM card, and you can NOT use the $30 a month plan with it, you can only use the thirty dollar plan with the dumbphones with the SIM card locked to the phone serial number that it came with.
If you're using a straight talk SIM with an unlocked device you can only use the $45 plan, and if you use more than 100-150 MB a day or more than 2GB in a month your service WILL be turned off, without warning or refund.
I just got the T-mobile SIM through Straight Talk a couple days ago. I'm very pleased. I switched from T-mobile's $50 prepaid plan because it throttles you to 2G after 100 MB. I was unaware of this restriction on Straight Talk's plans... considering they advertise unlimited data with no restrictions.
If I'm streaming music (which I often do) I go well over these amounts. I fully expect to now pretty regularly now that I've got my Ingress invite.
I'll let you know what my experience is like.
"I work at Walmart..."
You have my deepest sympathy.
If straighttalk ever cuts me off for going over supposed "limits" I'll fucking Sue their ass. Their website says "UNLIMITED" for mobile web, with no * beside it detailing "UNLIMITED execption". If you can point me where those limits are issued, contractually, I'd love to know.
Additionally, you can get convert a feature phone over to ST if you need a sim.
What you're seeing is people who are using Verizon CDMA phones, which ST also carries service for, which do not have a SIM card what so ever.
Yeah, there is
T-Mobile will sell you a SIM only (No Need To Buy A phone) for pay-as-you-go and is a pretty cheap option.
I use T-mobile and when it works it works great. When I decided on them several years ago they were the ones that met my requirements (GSM, unlocked phones, true pre-pay and not monthly contracts). Buying in bulk I get $100 for 1000 minutes, and they don't expire for a year, and I typically use no more than 2000 minutes a year so it is way cheaper than a contract and I hardly ever text anyway (and I also reserve my data usage for when I am in front of a dedicated computer). However I do encounter quite a few dead spots with the network (including my own home), especially once you get away from the more populated areas where it is more a case of dead regions than dead spots. So you need to balance out your particular requirements with the downsides.
My T-Mobile Prepaid plan: 10 cents/min for voice, 20 cents/text.
UK Giffgaff.
Free giffgaff-to-giffgaff texts/calls given £5 top-up every few months.
Otherwise 6p/text, 10p/min.
But in India you have a choice of
GSM prepaird SIM
GSM postpaid SIM
CDMA prepaid
CDMA postpaid
CDMA network is rare though, India is primarily GSM country.
Depending upon whether you want lots of free minutes, you have your "packs" and packages.
Other countries where I have used this is Thailand, where some 200rs equivalent in Indian rupee(4 USD) got me data which was enough for daily skype call for 7 days. Some kind of 15 day unlimited data on GPRS and 3G thing.
As an international traveller, all you need is an unlocked GSM phone. If you need micro sim card, buy a sim card, and cut it yourself with a sim cutter(costs 120 INR(2.2$). Shops will cut it for you for 1$ equivalent.
Check out Ting [ting.com]. Brought to you by Tucows. They run on Sprint's CDMA/4G LTE network. I have voice, text messaging, AND data, and I'm paying less than $30 a month (no contracts) - less than half what I was on with Sprint.
Each component is priced separately, and you only pay for what you use - they automatically move you to the correct service level for each part at the end of each month.
They have awesome tech support - they actually turn off their hold system during the day, and the phone rings until a human picks up the phone... and then the person you talk to actually KNOWS something, not just follows a script.
The only "catch" is that you have to buy your phone - but honestly the "free phone" nonsense from other providers is just a way to rope you into a contract where you pay ten times the cost of the phone over the life of the contract.
Check them out!
(Disclaimer: Yeah, I get a discount if you use that link to sign up, but go ahead, they're freakin' awesome.)
Right, but you need a SIM card... somehow missed that part. But you don't actually need a cell phone contract for that - you can send and receive e-mail using SMS. Check out Email to SMS [makeuseof.com]. Basically, you use the e-mail address associated with their phone number to send a text message. They text back, and you get an e-mail. And if you need mobile Internet, Ting does allow tethering, and sells mobile hotspots. See, I'm on topic!
Modup. Ting is fantastic for what they do (very low priced usage-based plans) but it's too heavily locked into Sprint for what the article submitter wants. It's basically Sprint opening up their network to capture more price-sensitive customers, but still retains the downside of ESNs. My Galaxy III bill is about $12/mo for text + voice, but to me it's worth the trade-off because I don't use much capacity.
One of the nicest things about Ting (and other MVNOs) is that it puts pressure on At&t, Verizon a
No, we're not going to be travelling. She just wants to be able to talk and text with friends and family, and she can no longer use her traditional phone for that.
If we were on a T-Mobile or AT&T plan, I'd just swap the SIM, but because we're VZW, I need to buy a SIM and a cheap plan.
How much are the repeated monthly fee's on top of the $6 if you didn't use any minutes, texts, data, etc?
Here in the UK (and Europe in general) cheap SIM-only plans are numerous, offered by both the major operators and the large number of "virtual" operators (known as MVNOs) who piggy-back on the actual network operators.
No need to buy a cheap phone and remove the SIM, they just pop the SIM in the post, or you can buy them at any mobile phone shop.
There's normally no (or very little) upfront cost. They are available as both pay-as-you-go and contract. Some will offer data, others will be just for voice and text.
Do you not have such things in the US?
The situation is bascially exactly the same in Japan. au, SoftBank and DoCoMo all have their own pay as you go data-only plans as well as unlimited, and piggy back providers like B-Mobile an E-Mobile have plans like first 2GB at 3G speed each month and after that 128kb but still unlimited for the price of a fancy coffee.
https://ting.com/plans [ting.com]
It's a pay as you go, and as far as SMS, rather cheap. I've used them for a while now, and absolutely love 'em. On low usage months, I pay a minimal amount, more then making up for those few high usage months.
Wife and I recently signed up for Simple Mobile. It works with TMobile or unlocked GSM phones and is $40 for unlimited talk/text/data (ok, data is probably not really unlimited, but enough for my basic needs). I've only had about 10 days but seems fine. I also found that I can buy the plan online (I used a place called pinzoo) and then avoid tax. May not be best for you since you really only want texting.
http://www.howardforums.com/showwiki.php?title=General+Prepaid+Wiki:Prepaid+Rate+Plan+Comparison [howardforums.com]
T-Mobile still offers their "unlimited web & text with 100 minutes talk" plan through their web site. It was originally a Wal-Mart plan. I've been quite happy with it. Never needed more than 100 minutes, but if I do, it's only 10 cents per extra minute.
http://prepaid-phones.t-mobile.com/monthly-4g-plans [t-mobile.com]
I get my prepaid refills from third party web sites that offer them at a slight discount. For example, $30 of refill value for $29.70 (or less with a coupon code). Here's one:
https://www.callingmart.com/ [callingmart.com]
It's worth noting that, unlike most postpaid/contract plans, there are no additional tariffs or other fees to push a $30 plan up to $35 or so. I really do pay less than $30 per month.
I thought I'd be a bit more specific
My wife has ALS, and cannot use her hands, and has difficulty speaking. She uses a Tobii C15 with EyeGaze [tobiiati.com] for speaking. Her computer also allows her to use it as a phone for voice (the voice output can be routed through the internal SIM) and SMS.
I appreciate all the thoughtful suggestions. Coverage is not an issue for me, as I live in Los Angeles. I may go with the T-Mobile $15 unlimited text thing. However I am reconsidering some stuff... because it's very slo
Well, since the submission asks: I have this plan where the monthly fee is 66 cents, I can speak up to 24 hours a day and it'll cost me max. 1 euro -- ie. if I spoke 24 hours a day for the whole month it'd still cost a maximum of 30 euros + the 66 cents in monthly fees -- and I also have an extra 3G - service with no speed or data caps whatsoever and the extra costs 13.90 euro a month. Oh, and I can drop either the 3G - service or the whole plan whenever I wish to. SMS - messages cost 6.65 cents per message
Have you looked at plans designed for this? From AT&T "AT&T is pleased to offer our Text Accessibility Plans (TAP). TAP was developed for individuals who are deaf, hard of hearing, or have difficulty speaking." http://relayservices.att.com/content/225/Text_Accessibility_Plan_TAP.html [att.com]
Everyone else which supports SIM-based (read: GSM band) Pay As You Go is a reseller of one of these:
If you are talking about a CSIM rather than a SIM (you have Verizon with no "SIM", so I assume you are talking one of the standard WWAN cards in the device, which means they won't take a CSIM anyway), then there's:
While there are a couple other CDMA carriers, they force you to take data plans. See also: http://en.wikipedia.org/wiki/List_of_United_States_wireless_communicat [wikipedia.org]
8ta is possibly your best bet, however 3g data coverage is spotty outside the major metros. When you do get coverage, expect over 5 megabits/sec. Pay-as-you-go data costs are pretty high, but a R300/month 2-year contract gets you 20gb/mo, or you can just buy their whopper 60+60gb bundle for R1800. Voice coverage is good.
Voda will demand your firstborn -- they're rather pricey.
Money is better than poverty, if only for financial reasons.


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SOAP ROLES: Nola Reardon Chamberlain, GUIDING LIGHT (1980-1985, 1995-1998, 2009); Iva Snyder, AS THE WORLD TURNS (1985-1994, 1998, 2000, 2001, 2003); Carolyn, LOVING (1995)
1988 Daytime Emmy nomination for Outstanding Supporting Actress in a Drama Series
1987 Daytime Emmy nomination for Outstanding Supporting Actress in a Drama Series
1981 Afternoon TV Award win for Best Actress
Lynn Liccardo: Lisa Brown's Nola was probably my mother's all-time favorite character. A few years back, I was looking through Doug Marland's papers at the State Historical Society of Wisconsin and read his original longterm. Turns out that he had intended for Brown's Nola and John Wesley Shipp's Kelly to end up together. I'd love to know if it was Doug who changed his mind, of if he was overruled by TPTB in favor of Kristen Vigard's angelic Morgan . I'd also love to know what my late mother would have thought; she loved Nola as the bad girl.
Roger Newcomb: I used to get home from school around 2:20 p.m. (pre-VCR days) and watch the rest of GUIDING LIGHT. The day that Kelly found out the truth about Nola I will never forget. Lisa Brown was superb. Nola's desires, her fantasy life and her relationship with Quint made her one of the most memorable characters in soap opera history. The fact that Brown was able to create a second memorable character in Iva Snyder on AS THE WORLD turns speaks volumes for her as an actress. Iva running into the barn with a pitchfork screaming at Josh and Lily, "She's your baby!" was one of the best scenes in the show's history. It's hard to believe she didn't win an Emmy during the 1980s, a decade she dominated.
Martha Byrne: (worked with Brown on ATWT and now on GOTHAM) The first word that comes to mind when I think of Lisa as the actress, is fearless. Her energy and creativity was contagious. It's hard to even be specific about what it is about her that makes her so special, because working with her is so effortless. The one thing that stands out to me now, looking back at the opportunity I was given to work with her, is that I was always treated like a peer. Elizabeth and Lisa carried me through personally with their support and professionally with their talent. Lisa was, and is, a powerhouse of an actress. Working with her now as a director and writer, it's interesting to hear her verbalize her understanding of the process. Back in the 80s the entire cast and crew was influenced by her process through her acting, which was subtle and powerful. We've been through a lot together and I've always believed in her because I had a front row seat to her love of the work.


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Canada is a strong nation economically, with a $1.7-trillion gross domestic product and spending on research and development in excess of $30 billion annually. By any measure these numbers are among the best in the world. But pharmaceutical research, once strong, is in decline in this country. The closure of research labs by Merck, Boehringer-Ingelheim and AstraZeneca in the past two years has left us with no pharma-based pre-clinical research in all of Canada.
Where have the labs gone? Our loss has been the gain of Boston, Shanghai and Singapore.
Boston is attractive because of the proximity of talented researchers who do the discovery research that pharmaceutical companies mine in order to develop products for health and economic benefit. Shanghai and Singapore are valuable in part for the scientists there who do the product development.
Despite the enormous amount spent annually on research and development in Canada, decline in discovery research across the country has been accelerating. Discovery research has traditionally been the mission of research universities and is recognized through awards such as Nobel Prizes. But Canada has only one Nobel Prize in medicine, awarded in 1923 to Frederick Banting and John Macleod for the discovery of insulin. Compare that to Boston, where the Harvard Medical School alone claims eight different Nobel winners in medicine, including two expatriate Canadians from McGill University. In New York City, the small Rockefeller University, a research-focused institution, has no fewer than 15 Nobel laureates in medicine; its most recent, the late Ralph Steinman (who received the award posthumously, in 2011), was also an expatriate Canadian from McGill. The president of Rockefeller, Marc Tessier-Lavigne, is a Canadian Rhodes Scholar from McGill. Clearly, Canada generates talent, but we seem to be unable to provide talented Canadian researchers with top-notch opportunities here at home, in Montreal or elsewhere.
Could the empty labs of Merck, AstraZeneca, Boehringer-Ingelheim and Perkin-Elmer be used to retrieve young Canadian talent gone elsewhere to do discovery work? After all, the labs are in place, and the talent is definitely available. Can we not make Canada a magnet for talented young people in pharmaceutical research?
I think we can. And I think the way to do that is to go out and recruit the best young talent we can find and offer them, through public subsidies, five-year guaranteed contracts, renewable for a second five-year term. Why a time limit on those contracts? Because key discoveries in basic research are usually made by young researchers, so turnover would be essential. At any rate, good young researchers would – after five or 10 years of immersion in knowledge creation in these publicly supported labs – eventually move on to populate our research universities and institutes.
This is basically the recruitment strategy that the European Molecular Biology Lab in Heidelberg, Germany, used to repatriate European researchers from positions in the United States.
Who would do this recruiting of young talent, at least outside of Canada? I would think that, for starters, the current cadre of expatriate Canadians now working in leading international centres of discovery research could be mobilized to come back home and take on the challenge. We could even go one step farther and find ways to link new discoveries with potential new product development. The abandoned Merck research facility in the West Island is endowed with a companion product-development facility. Canada has fared marginally better in terms of pharmaceutical product development than it has in basic research; examples include insulin for the treatment of diabetes (Banting and Macleod, 1922); the Vinca alkaloids for cancer (Robert Noble, 1958); Rapamycin for cancer and transplantation (Suren Sehgal, 1972); and 3TC for HIV/AIDS (Bernard Belleau, 1989).
Matching the very best young talent in discovery research with a team of more permanent professionals for product development would be new and unprecedented. Ownership of discoveries would be shared by researchers, product developers and the tax-paying public that would subsidize this research revival. Only in this way will Big Pharma show a renewed interest in Canada as a competitive place for pharmaceutical research.


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In 1990, when Princess Margaret was attending a special service at the Maidenhead synagogue, she was astonished to hear a prayer for the good health and wise counsel of the Queen. When told that the prayer was not a one-off but recited every Sabbath in every synagogue in Britain, she remarked: "How lovely, they don't do that for us in church; I'll tell my sister."
The sentiments of the Jewish prayer for the Monarch and the Royal Family, can be traced as far back as the prophet Jeremiah's advice to the exiled Jews in Babylonia over 2,500 years ago: "Seek the peace of the city in which you live … for in its peace is your peace" (Jeremiah 29:7). A formalised prayer dates back to at least the 14th century and its recitation gradually became a custom among communities across the diaspora. The prayer is an opportunity to proclaim loyalty to adopted homes, as well as a plea for rulers to treat Jewish communities kindly. Recited in Hebrew, the name of the ruler is always read in the local language, as is evident from the prayer on display.
Prayer for King George IV and the Royal Family, Cheltenham, 1826
Bearing a British Royal coat of arms, the prayer was
produced for the small congregation of Cheltenham
only three years after its formation in 1823.
Online exhibitions
Remember you can visit our special online exhibitions anytime and discover more about our collection. Explore Yiddish Theatre in London or see 50 of our most treasured objects in Jewish Britain: A History in 50 Objects.


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UH Manoa Ombuds Office issues first annual reportUniversity of Hawaiʻi at Mānoa
Ombuds Office
The University of Hawai'i Mānoa Ombuds Office has issued its first annual report. The eight-page report analyzes the more than 350 cases the Ombuds Office dealt with between August 2006 and August 2007 and discusses the most serious issues, problems, and trends that these cases raise.
According to the Report,
· UHM students were the most likely to ask the Ombuds Office for help, but about 40% of the cases came from faculty, staff, and administrators.
· The most common issues involved housing, registration, grading, advising, and employment.
· A number of cases involved incivility and intimidation.
Overall, according to the Report:
· There is a pervasive sense that UH cannot make important and necessary changes.
· All too often, UH staff, faculty, and administrators fail to keep promises or make deadlines.
· Nasty and intimidating behavior is a frequent and serious enough occurrence to require action.
· Many UH conflicts involve people who have worked together for a long time and will likely continue to have to work together. These are especially hard disputes to resolve, but doing so is essential.
The report offers recommendations on how to deal with these issues.
Finally, according to the Report, there are many skilled and helpful problem-solvers at all levels of UHM.
The 2006-07 Report is available at www.manoa.hawaii.edu/ombuds or in hard copy.
For more information, visit: http://www.manoa.hawaii.edu/ombuds


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The CALIFORNIA in Disney's California Adventure
Now its time to say goodbye...
After the Disneyland Resort closed on Monday night, January 3rd, 2011, construction crews stepped in to remove the concrete letters in front of the Disney's California Adventure entrance plaza. The iconic 11-foot tall letters had been part of the entrance plaza since the park opened on February 8, 2001.
Other parts of the entrance plaza had already been closed off, demolished or taken down, including the Sunshine Plaza fountain and the tile murals that framed the entry way. Removal of the CALIFORNIA letters signaled the beginning of construction on a new, re-themed entrance plaza.
"C" you real soon?
According to the Disneyland Resort, the gigantic glyphs will not be demolished. The concrete CALIFORNIA will be removed, stored backstage and donated to the City of Anaheim. City officials don't currently have any details set, but plans are to put the letters on display. So, Disney fans who weren't able to snap that last initial photo, should soon be able to visit them some other place in Anaheim.
Why? Because we like the new you...
Construction for the new California Adventure entrance plaza is scheduled for completion in September 2011, though other estimates planned for early 2012. The new entrance plaza will be modeled after the Pan Pacific Auditorium, a Los Angeles landmark built in 1935. The Pan Pacific was a famed example of Streamline Moderne architecture, and the L.A. area's premiere venue until 1972.
The area surrounding the entrance will be renamed Buena Vista Street. The shops and plaza will be redesigned to look like 1920's Los Angeles, the era when Walt Disney first moved to California. The replica of the Golden Gate will be dismantled and Red Car Trolleys will run to the Hollywood Tower Hotel and back. Another historic reference will appear in the Sunshine Plaza. The sun sculpture fountain will be replaced with a facade inspired by the Cathay Circle Theater, where Walt Disney premiered Snow White and the Seven Dwarves in 1937.


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When I want to get under the surface of things, I re-read the "proverbios" of the early 20th c. Spanish poet, Antonio Machado, and those of the later 20th c. Argentine poet, Antonio Porchia. Both men lived simply, loved deeply, and are cherished still as poets in their respective homelands. I don't know if Porchia ever read Machado. But in any case, their sensibilities were strikingly similar. Their proverbs command my meditative attention. They snap me out of my assumptions, lead me out of the realm of the obvious. Porchia's life-work, VOCES (Voices), is a slim volume of proverbs that I thought might take an hour to read when I first discovered it a few months ago. I was surprised to find myself lingering on each line for a long time. I discovered Machado years ago, but keep returning to his poetry and being led to new depths through it. I use the works of these poets in the courses and seminars that I teach, as invitations into the subtler dimensions of the subject matter. Here are some of my favorites, with my comments:
Waking Up
Both poets invite the reader into awareness of another dimension that co-exists with
our assumptions about reality. They invite us to see with the inner eye of awakened consciousness. Machado celebrates the honey of flowers we can see and smell, but then invites us to taste the concentrated sweetness of an experience beyond the senses. Porchia invites us to give up seeing what we define as a cloud when we see a cloud – and experience it as it is in itself. Just because we rise from sleep doesn't mean we're really awake: this teaching is found in all the world's great spiritual traditions.
el vivir y el soñar está
lo que más importa: despertar.
living and dreaming comes
what matters most: waking
up. — Machado
"Buena es el agua y la sed;
buena es la sombra y el sol;
la miel de flor de romero,
la miel de campo sin flor."
Good is water and thirst; good is shade and sunlight; the honey of rosemary
flowers, the honey of a land without
flowers. – Machado
Cuando creao que la piedra es piedra,
que la nube es nube, me hallo en un estado de inconsciencia.
When I believe that the stone is stone
and the cloud cloud, I am in a state of unconsciousness. — Porchia
The Way
Creativity, discovery, freedom, individuation: they spring from the uncertain nature of nature itself. Ours is not a "purpose-driven life", but rather a "possibility-driven
life". Jesus said "I am the way", but there is no map for a road that is walked on water. He was the way, and you are the way, and I am the way – and we make that road, as Machado said, by walking.
Dirán que andas por un camino
equivocado, si andas por tu camino.
They'll say you're walking down the
wrong path, if you're walking down your path. — Porchia
Caminante, son tus huellas
el camino, y nada más;
caminante, no hay camino,
se hace camino al andar.
Al andar se hace camino,
y al volver la vista atrás
se ve la senda que nunca
se ha de volver a pisar.
Caminante, no hay camino,
sino estelas en la mar.
Wayfarer, the only way
Is your footsteps, there is no other.
Wayfarer, there is no way,
You make the way as you go. (You make the road by walking.)
As you go, you make the way
And stopping to look behind,
You see the path that your feet
Will never travel again.
Wayfarer, there is no way –
Only foam trails on the sea. — Machado
¿Para qué llamar caminos
a los surcos del azar?Todo el que camina anda,
Como Jesús, sobre el mar.
give the name of roads
the furrows of chance?
journeying walks
Jesus on the sea. – Machado
The Constitution of Humanity
I don't know if Porchia made the connection when he wrote it, but one of his proverbs seems to encapsulate the fundamental insight of the framers of the United States Constitution. America's founders held a paradoxical view of human nature. They understood that we are always corruptible, while at the same time trusting our essential goodness. They designed a form of government that presumed that the common man was exalted enough to choose those who would lead the state, while creating a system of checks and balances to power so that our baser instincts would be domesticated. They believed human evil could not be eliminated, but could be
tamed, so that our creative human potential could be be freely expressed. In one pithy line of poetry, Porchia presents a constitution for humanity:
Lo indomesticable del hombre, no es lo
malo que hay en él: es lo bueno.
That in man which cannot be domesticated
is not his evil but his goodness.
— Porchia
Seeking the Other
When Moses asked the burning bush to identify itself, the divine in the flame replied, "I AM THAT I AM." That enigmatic encounter illustrates the attitude of awe before the ineffable Ultimate Reality, expressed variously in all the world's religions. Humility before the utter otherness of God extends to reverence of one person for the holy, wholly otherness of another.
No es el yo fundamental
eso que busca el poeta,
sino el tú esencial.
It is not the fundamental
"I" that the poet seeks, but the essential "you". – Machado
Enseña el Cristo: a
tu prójimo
Amarás como a ti mismo,
Mas nunca olvides que es otro.
Dijo otra verdad:
Busca el tú
que nunca es tuyo
Ni puede serlo jamás.
teaches love your neighbor
As yourself. But never forget
He is someone else.
He spoke another truth:
Seek the you that is never yours
And can never be. – Machado
Trátame como debes tratarme, no como merezco
ser tratado.
Treat me as you should treat me, not as
I should be treated. – Porchia
Qué te he dado, lo sé. Qué has recibido, no lo sé.
I know what I have given you. I do not know what you have received. – Porchia
Above all, these two poets felt compelled to lift up the transcendent worth of humanity, by artfully denying that anyone can define, fully comprehend, or control another.
Website: JIMBURKLO.COM Weblog: MUSINGS Follow me on twitter: @jtburklo
See my GUIDE to my books, "musings", and other writings


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10. Andrey Arshavin - Arsenal
Andrey Arshavin has failed to live up to the hype at Arsenal, although there have been one or two standout performances from the Russian international. For example, the draw against Liverpool when he scored all four goals was a particular highlight.
Arshavin, 31, was scoring goals and creating chances at will, but now he is just a shadow of his former self. With that in mind, it would not be wise to give a new contract to the player, and his departure from the club seems almost inevitable.
Do YOU want to write for GiveMeSport? Get started today by signing-up and submitting an article HERE: https://www.givemesport.com/writeforgms


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BILLERICA, Mass., Dec. 7, 2012 /PRNewswire/ -- Seahorse Bioscience, the world leader in instrumentation and assay kits for measuring cell metabolism announces travel award recipients who presented at the Asia Mito 2012 Conference, November 2-5, 2012, in Beijing.
Seahorse XF Analyzers and stress test kits are the industry standard for simultaneously measuring the two major energy pathways of the cell - mitochondrial respiration and glycolysis - in a microplate, in real-time. XF Analyzers quickly and easily ensure reliable and reproducible data, revealing a new level of detail regarding the interplay between these energy-producing pathways and disease.
"Increasingly studies reveal that Sirt3 plays a pivotal role in the regulation of mitochondrial metabolism. The XF Analyzer has given us the opportunity to explore how Sirt3 mediates energy homeostasis through deacetylating mitochondrial proteins, and has enhanced our research by helping us further understand the relationship between the Sirt3 deficiency, and compromised aerobic respiratory in mitochondrial diseases," stated Yu Ting Wu, Ph.D
Seahorse supports the exploration of cell metabolism through travel awards that are offered to graduate students, post-doctoral researchers, and young investigators who present a poster or presentation citing data generated on the XF platform at scientific meetings and conferences. Through this program, Seahorse seeks to increase the body of knowledge that is enabling new discoveries about the role of cell metabolism in pathophysiology.
"We study the metabolic plasticity of stem cells during the stages of differentiation and reprogramming. The ability to decipher the bioenergetic signatures of stem cells has provided invaluable insight into the regulation of self-renewal and pluripotency," stated Chien-Tsun Chen.
"Advancements in XF technology have made possible significant progress in cellular bioenergetics research. I know, and I believe our customers would agree, that XF Analyzers are now the Gold Standard for studying cell metabolism and its relation to disease," stated Richard Huang, President of Cell-Bio Biotechnology Co. Ltd., Seahorse Bioscience's distributor in Taiwan.
XF technology provides the easiest, most advanced, and comprehensive assessment of cell metabolism available in a microplate today. This knowledge is enabling scientists to better understand the connection of physiological traits of cells with genomic and proteomic data, leading to a greater understanding and new treatments of disease.
About Seahorse Bioscience
Seahorse XF Analyzers and stress test kits are the industry standard in cell metabolism measurements. Scientists worldwide are advancing their research in understanding the role of cellular bioenergetics in Cancer, Cardiovascular Disease, Cell Physiology, Immunology, Neurodegeneration, Obesity & Diabetes, Stem Cell Biology, Toxicology, and Translational Medicine. Seahorse is headquartered in Billerica, Massachusetts, U.S., and has offices in Copenhagen, Denmark; and Shanghai, China. http://www.seahorsebio.com/.
About the National Yang-Ming University
National Yang-Ming University is in the Shipai, Beitou District, Taipei, Taiwan and is known for its academic programs in relation to Medicine, Life Sciences and Biotechnology. http://nymu-e.web.ym.edu.tw/front/bin/home.phtml.
Press Contact:
Cynthia Egan
Director of Marketing
Seahorse Bioscience
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NJ Turnpike, I-195 Reopen Following Dump Truck Fire [PHOTOS]
Both directions of the New Jersey Turnpike have reopened along with eastbound Interstate 195 following a dump truck fire closed down a portion of both roadways but will have a long lasting effect on central New Jersey traffic.
New Jersey Department of Transportation Commissioner Jim Simpson says westbound I-195 will reopen at 9PM on Wednesday night, 11 hours after a dump truck struck a jersey barrier underneath the overpass and burst into flames, killing the driver.
However, only one lane will be available on the overpass crossing the New Jersey Turnpike for the six weeks as work is completed on the new overpass which has been under construction as part of the Turnpike widening project.
Simpson in a press release says the DOT will work with the contractor to accelerate work and open the new overpass sooner.The old overpass will be demolished once work is complete.
Eastbound traffic will continue to have two lanes available.
It was a long day for drivers throughout central New Jersey as the Turnpike was closed in both directions betwwen exit 4 in Mount Laurel and exit 9 in New Brunswick with traffic spilling onto local roads.
Interstate 195 was closed in both directions between exits 5 and 7 as well. Eastbound I-195 opened around 3PM as did the northbound Turnpike.
Routes 18, 130 and 1 caught the brunt of the traffic; Route 1 was backed up from Woodbridge to Interstate 295/95 in Lawrence during the afternoon commute,
New Jersey Department of Transportation spokesman Joe Dee said the dump truck did not make a direct strike on the bridge pillars but came to rest on a jersey barrier under the bridge.
A caller to New Jersey 101.5 reported there were 3 explosions after impact.
"(I) heard an explosion...saw a massive tire tread go flying about 30 feet in the air as I swerved out of the way and drove under it while it was still airborne and avoided smaller pieces of tire on my side of the Turnpike," wrote Rich on the New Jersey 101.5 Facebook page. "And a second later I heard the truck slam into the center barrier and saw it in my rear view mirror."
Dee says that traffic agencies to the north and south of the tri state area were alerted to the incident.


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Release Notes: The salumail.com domain was added to the list of available secure email domains. Login problems when the local key store was corrupted, but the server hosts a valid account key were fixed. Download of folders containing files with multiple revisions was fixed.
Release Notes: Addition of recipient's 'Read' timestamp to chat messages. Fixes access trace of messages/files to reliably show all records.
Release Notes: An enhanced secure random number generator that incorporates sha256 secure hashing for creating symmetric keys. Simplifies sending to regular email addresses. Better copy and paste support in table views. Fixes flickering while performing drag and drop. Fixes a bug in the choosing of file attachments. Better support for clicks on encoded URLs, and support for new manifest permissions attributes.
Release Notes: This is a maintenance release focusing on stability and performance.
Release Notes: This is a maintenance release focusing on stability and encrypted file transfer performance.
Release Notes: This release improved stability on intermittent connections and cellular networks. The chat window received cosmetic changes. Occasional issues with downloading files created on Mac OS X into Windows were fixed. Some repetitive online/offline notifications were cleaned up.
Release Notes: Improved data synchronization for clients with poor or intermittent connectivity, much faster view updating when waking up from sleep state, and support for older Java versions (1.4 and 1.5).
Release Notes: Faster logins, faster message viewing, and many fixes in the message composer. A facelift with improved layout and look.
Release Notes: This release adds the ability to increase font size for message viewing and composing, adds an info status bar to better communicate warning/error messages, changes rendering of timestamps, and has various other cosmetic improvements.
Release Notes: This release improves rendering of HTML-formatted email messages, increases encryption strength by requiring all new RSA keys to be at least 2048 bits, improves performance for loading large inboxes, improves overall responsiveness, and fixes a bug which could lead to opening older document versions.


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SN's esteemed college basketball writer answers five questions burning on college basketball's landscape:
1. OK, Mr. Hall of Famer, two Andrew Wiggins questions. Where do you think the nation's No. 1 recruit will go, and of the four schools in the running to land him, where does he best fit?
DeCourcy: I'd just be guessing, completely. There isn't anyone who follows the recruiting business closely who claims an inside track on knowledge of Wiggins' likely destination. It's either Florida State, Kansas, Kentucky or North Carolina.
The choices are distinct geographically. But then, so is Wiggins, who grew up in Toronto but has attended high school at Huntington Prep in West Virginia.
They are diverse competitively. Indeed, three of them are blue-blood programs, but each is constructed far differently at the moment. Kentucky already has a massively talented recruiting class that Wiggins would elevate to greatest-ever status. North Carolina has a deep core of returning talent off a team that was somewhat successful. Kansas loses four starters from last season's stellar squad but does have young talent. Florida State, which the advantage of being his parents' alma mater, wasn't very good last season, but most of the top players return, and Wiggins is good enough to push them all toward the top of the ACC.
I've been in this business long enough to know never to get my nose into the recruiting process and tell a player where he should go, where his talents would be the best fit. That's not my business. That's for runners and summer coaches, right?
2. Dick Vitale suggests a college basketball czar to curtail rogues like the one that allegedly paid Ben McLemore's former AAU coach $10,000 to try and get the coach to push McLemore toward certain agents. Would such a figurehead really help?
DeCourcy: There are lots of areas in which a commissioner of college basketball, so to speak, might help make college basketball a better game. He or she could assist with the evolution of playing rules, with trying to make officiating more uniform nationally, perhaps with disciplining players and coaches for untoward behavior.
The commissioner could be a voice, certainly, in how the development process of young prospects is administered. But do I believe any one person could chase out of the game the leeches who attach themselves to blossoming players? Not for a second. Only the families can do that.
It's amazing how people allow what is essentially a simple process to become so horrifically complicated. If an agent has to attempt to buy his way into a prospect's good graces, he probably doesn't have much to sell.
McLemore only had to play a few games at Kansas this season to establish that if he wanted to leave the program following his freshman season, he would have that opportunity at a high level. With the NBA's rookie salary structure what it is, an agent could have only a minimal impact on his basketball-related income. As for marketing and endorsements, there are lots of agencies with established track records on developing such opportunities.
The people with the real power to deter what reportedly happened around McLemore are those running the NBA Players Association. They run the agent certification program, presumably for the betterment of the membership. There are many things the NBPA does poorly, however, and this appears to be one.
3. Speaking of czars, let's say Mark Emmert gave you free rein to ban fans from storming the court. Would you favor it?
DeCourcy: The New York Islanders won a huge playoff game at home Tuesday over the Pittsburgh Penguins. See any fans storm the ice? Only in college sports do fans feel entitled to invade the playing surface at the conclusion of the contest. It doesn't matter that we've had multiple instances in which fans were on the field before the games were decided. It doesn't matter that we've had instances in which fans or competitors were injured.
With the exception of the Southeastern Conference, college administrators have accepted the practice of storming the court because they fear alienating the student fans who engage in the practice because, well, everyone else does it.
There's absolutely no point to this. It's astounding that colleges—or their insurance companies—have not recognized this as a massive potential liability. But it's not going to stop until something awful happens.
4. Who will do the most for their program in LA? Steve Alford at UCLA or Andy Enfield at USC?
DeCourcy: It's kind of a stacked question. It's almost impossible for Alford to do more to accelerate UCLA; the Bruins had three Final Four trips since 2006, won this year's Pac-12 regular season and made the tournament final. USC has one First Four trip in the past four years and one Sweet 16 trip in the past 12.
Enfield's advantage in the comparison is that he becomes the first coach USC has hired in the modern era who breaks the Trojans out of the defense-first mold. George Raveling, Henry Bibby, Tim Floyd, Kevin O'Neill—they were all vastly different personalities, but they were all middle-aged coaches when they arrived, and none emphasized a playing style that would draw in recruits or fans to an often neglected program.
It seems unlikely Enfield or any coach is ever going to make USC basketball a hot ticket. I've been to the beautiful Galen Center for some big games that drew little better than 50 percent capacity. But if the Dunk City style draws some talented players to the Trojans, the tickets at least can be "hotter" than they've been.
5. Former Arizona star Damon Stoudamire is joining Sean Miller's coaching staff at his alma mater. It's just not official, yet. Surprised that a former NBA star is grinding away as an assistant?
DeCourcy: Stoudamire made just short of $100 million in his NBA career, according to Basketball Reference. But he was 34 when he retired. That's a lot of life left to live. You've got to do something.
Yes, Stoudamire is working for someone else and having to put in long hours recruiting and coaching. But at the very least serving as a college coach doesn't put him in the same perilous position as those athletes who throw away a great deal of their fortunes investing in businesses they don't necessarily know well.
If I were a financial adviser to millionaire athletes, that would be my first lesson: Don't buy yourself a job. Let others pay you to be you—whether it's through endorsements or speaking engagements or, if it suits you, coaching at some level of the game. Stoudamire has built up a nice reputation as a college coach. He'll get the chance to run his own program at some point, and then he'll earn still more money.


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I think I'm with most of the previous posters in saying that there's no harm in asking nicely, but you have to be prepared to accept a No, even though in my personal opinion that would be a bit churlish of your parents - surely there must be something that you all enjoy equally? My son isn't quite as old as you (he is 17) but what we do is say that if its something *only* he likes, he must watch it when we are busy doing other things, but if we are having dinner together in the living room, we will find something we all want to watch. Interestingly, I wonder what people's views would be if the OP *was* paying her parents rent? Would that give her increased rights over the tv?
It's even possible, depending on your family dynamics, that you could say that dinner is the only time you really get to sit with them and you would like to talk and have more elaborate conversations than watching tv at the same time allows for. Tell them you want to get to know them better and them to know you better. Basically, no tv at all during the meal.
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Running and reading are coming together for students at Metea Valley as the Aurora high school embarks on a schoolwide reading program featuring the book "Running the Edge."
While most such reading programs end with a group discussion of the book, this one will culminate June 1 with a 5K race open to students, staff and the community.
The program got its start as authors Tim Catalano and Olympian Adam Goucher discussed their book's message of self-improvement with about 150 community members Thursday night and the Metea student body Friday during English periods.
"Their message is applicable to especially high schoolers who are figuring out who they are and what they want to do," said English teacher and girls cross country and track coach Eric Anerino, who worked with language arts department chairwoman Diane Tancredi to develop the running/reading program.
"It's about life, and they really align it to our Metea LIFE message," he said.
The acronym stands for "live with integrity, inspire passion for learning, foster positive relationships and expect equity and excellence for all."
Goucher and Catalano spoke a lot about excellence, discussing how to "be amazing" by following a four-step model, which they expressed in creative phrases that often required some explaining.
Their first step, however, was perfectly clear: strive for ambitious goals.
"Take on big challenges just to see if you can do it," Goucher said. "The bigger they are, the better -- within reason."
Step two, "Don't be a frog," required a bit of translation.
The authors told the fable of the boiled frog, which says a frog dropped in lukewarm water heated slowly will be boiled alive because it won't realize it needs to escape until too late. The lesson: don't allow bad habits to worsen over time.
"We have to avoid settling for less than our ideal form of amazing," Catalano said.
Step three, "Ignore the governor so you can be a free chicken," needed the most explanation, but Catalano and Goucher said it encourages people to ignore self-limiting beliefs to set themselves free and reach their full potential.
Taylor Majher, a 16-year-old junior who runs cross country and track at Metea, said she has read "Running the Edge" and heard its authors speak twice before. She said she gained the most from the last aspect of Friday's presentations, which the authors described as a "be-do-have" philosophy.
Be-do-have opposes the philosophy the authors said students are socialized to follow -- have-do-be -- which focuses on gaining possessions as the route to being happy.
Majher summed it up this way: "You have to be the person you want to be so you can have the things you want to have and have a great life," she said. "It's so true. I've seen it in my life."
Students excited by Catalano and Goucher's presentation could sign up to order an autographed copy of the "Running the Edge," and after three of eight presentations, more than 50 students had done so, Tancredi said.
"I think it's going to be a lot more contagious," than book choices for previous school wide-reading programs, which were conducted over the summer, Tancredi said.
Conducting the program during the year will allow more multidisciplinary involvement, Tancredi said. Reading the book and running the race both are optional, but the themes will be woven into many aspects of the average student's day.
Physical education teachers are offering a "Try a Tri" course that will include a running component. Health classes will discuss nutrition for runners. Marketing students are designing promotional materials for the 5K, which Catalano and Goucher will run along with participants who sign up at active.com by May 30.
Students and teachers can form teams for the race, and a group will meet three times a week after school beginning Monday to train for the event. Anerino designed a training program along the lines of the popular couch-to-5K plans that will help those who are inactive prepare to run 3.1 miles without stopping.
The authors ended their presentation with one last motivational message, which they say can be applied to running or any goal in life:
"Go be amazing."


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Jason Day vows to rebound from quiet US Masters showing after seven-week injury absence
Australia's Jason Day is banking on an improved outing at next week's PGA Tour event after making a comeback at the US Masters from a seven-week injury layoff.
Day finished off his fourth Masters appearance in a solid but by no means spectacular tie for 20th at Augusta National.
It is hard enough to return on limited practice at any stage, but to do so at the Masters, where the course was harder and faster than any time in the last decade and a half, was a tough ask.
"Obviously it's frustrating for me to not be able to kind of have some more competitive rounds under my belt before Augusta," Day said, referring to his time off from a thumb strain.
"But it is what it is. Some guys are hurt more than me and they can't play right now.
"I'm just glad I got 72 holes in and I can play golf again.
"Something like this week was a good thing for me just to come out and play and get the competitive juices going again and really see what needs to improve."
He will start his practice with putting after an unusually poor week on the greens.
The 26-year-old ranked 36th of the 51 cut makers in putting at Augusta.
He will head back into US PGA tour play next week at Hilton Head in South Carolina primed for a return to his best.
"It just seems like I just need a little bit more hard work on the putting, short game, and should be good to go," said Day, who will drop to world number five.
"I feel like I hit it well enough to contend this week and just didn't capitalise on the greens.
"But I'm playing next week and it's a good little course for me. I'm excited to get into it."


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HEATH SPRINGS - The Lancaster County Council on Aging will continue its services at the Heath Springs Senior Center after all.
The board of the Catawba Area Agency on Aging, the purse holder of federal and state funds for the Lancaster County Council on Aging, requested Dec. 18 that the local council continue its services at the Heath Springs Senior Center.
The next day, the agency received confirmation that the board of the local council had agreed to the request, said Catawba Area Agency on Aging Director Barbara Robinson.
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FDA approves Mekinist in combination with Tafinlar for advanced melanoma
This week the U.S. Food and Drug Administration approved Mekinist (trametinib) in combination with Tafinlar (dabrafenib) to treat patients with advanced melanoma that is unresectable (cannot be removed by surgery) or metastatic (late-stage).
In May 2013, the FDA approved both drugs as single agents to treat patients with unresectable or metastatic melanoma. Melanoma is the most aggressive type of skin cancer and is the leading cause of death from skin disease. The National Cancer Institute estimated that 76,690 Americans would be diagnosed with melanoma and 9,480 would die from the disease in 2013.
Mekinist and Tafinlar are used to block signaling in different sites of the same molecular pathway that promotes cancer cell growth. They are specifically indicated as a combination therapy for patients with melanoma whose tumors express gene mutations called BRAF V600E and V600K. The BRAF protein is involved in the regulation of normal cell growth, but it is mutated in approximately half of melanomas arising from the skin.
"Mekinist and Tafinlar are the first drugs approved for combination treatment of melanoma," said Richard Pazdur, M.D., director of the Office of Hematology and Oncology Products in the FDA's Center for Drug Evaluation and Research. "Their development for combination use is based on the strong understanding of the biological pathways of the disease. This approval illustrates the value of continuing to study drugs in combination for clinical development."
The safety and effectiveness of Mekinist in combination with Tafinlar were demonstrated in a clinical trial of 162 participants with unresectable or metastatic melanoma with the BRAF V600E or V600K mutation, most of whom had not received prior therapy. Participants received either Mekinist in combination with Tafinlar or Tafinlar as a single agent until their melanoma progressed or side effects became intolerable.
Results showed that 76 percent of participants treated with Mekinist in combination with Tafinlar had their cancer shrink or disappear (objective response) that lasted an average of 10.5 months. In contrast, 54 percent of participants treated with Tafinlar as a single agent experienced objective responses that lasted an average of 5.6 months. Clinical trials are ongoing to determine whether Mekinist in combination with Tafinlar improves survival.
The most common side effects reported in participants receiving Mekinist in combination with Tafinlar included fever, chills, tiredness, rash, nausea, vomiting, diarrhea, abdominal pain, peripheral edema (swelling in the hands and feet), cough, headache, joint pain, night sweats, decreased appetite, constipation and muscle pain. During clinical testing, the incidence and severity of fever increased when Mekinist was used in combination with Tafinlar.
Serious side effects included bleeding, clot formation, heart failure, skin problems and eye problems. One of the serious side effects of Tafinlar—the development of a new squamous cell carcinoma of the skin—was reduced when the drug was used in combination with Mekinist; this is consistent with the biology of the effects of these two drugs on the targeted molecular pathway. The incidence of squamous cell carcinoma of the skin in this trial was 7 percent with the combination compared to 19 percent with single agent Tafinlar. Other clinically significant side effects include kidney injury.
Women of child bearing potential should be advised that Mekinist and Tafinlar can cause birth defects in a developing fetus. Men and women should also be advised that Mekinist and Tafinlar treatment may cause infertility.
The FDA approved the combination of Mekinist and Tafinlar under the agency's accelerated approval program, which allows the FDA to approve a drug to treat a serious disease based on clinical data showing that the drug has an effect on a surrogate endpoint that is reasonably likely to predict a clinical benefit to patients. This program provides earlier patient access to promising new drugs while the company conducts confirmatory clinical trials. The FDA also reviewed this combination of drugs under the agency's priority review because they demonstrated the potential to be a significant improvement in safety or effectiveness in the treatment of a serious condition.
Mekinist and Tafinlar are marketed by GlaxoSmithKline, based in Research Triangle Park, N.C.
For more information:
FDA: Office of Hematology and Oncology Products
FDA: Approved Drugs: Questions and Answers
NCI: Melanoma
CDC: Skin Cancer
The FDA, an agency within the U.S. Department of Health and Human Services, protects the public health by assuring the safety, effectiveness, and security of human and veterinary drugs, vaccines and other biological products for human use, and medical devices. The agency also is responsible for the safety and security of our nation's food supply, cosmetics, dietary supplements, products that give off electronic radiation, and for regulating tobacco products.
News Source : FDA approves Mekinist in combination with Tafinlar for advanced melanoma
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