text:
BioWare: What is next for Anthem Sept 21, 2019 7:42:53 GMT via mobile Gileadan, xrayspex73, and 6 more like this
Name me an indie RPG studio that follows the corporate AAA GaaS scheme.
I haven't played one yet. Indie and AA games seem to be doing just fine without that crap. And by "fine" I mean one game away from bankruptcy as any videogame studio always is apparently that hasn't sold their souls to big publishers.
It's AAA publishers who are pushing this crap big time, Nintendo included now, even though EA could survive on FIFA alone probably. They don't need to push MTX on EVERY one of their games. Hell, these things would actually make more sense for small developers who could really need the money. But oddly they don't do that. I guess because they still have an ounce of respect for their customers.
Bioware is EA's bitch. Anthem is GaaS because EA said so. I'm not talking DLC and MP lootboxes. I am well aware that ME3MP was among the first to show how much money can be made that way, ironically. But those lootboxes were harmless compared to how the consumer is being asked to shell out extra money for every little thing on top of an unfinished product now. That's insulting. Drip feeding people stuff has no place in AAA gaming. That's mobile tactics.
The Schreier article makes it pretty clear that Bioware feels the pressure to fit into EA's predatory game design and they wonder how singleplayer games even fit into that. And that's the point, they don't! So those among Bioware staff who want job security are now trying to turn the studio into a AAA casino studio. And if they keep failing they'll most likely be shut down. And they know it.
Bioware has huge creative and management issues, yes. But apparently their development cycles have always been messy. They clearly struggle with Frostbite, that's when games stopped just magically coming together, so that's on EA to start with. Plus no Frostbite support for Bioware in favor of bigger cash cows. On top of that imo a lot of the creative crisis has to do with EA breathing down their necks pushing them into a direction they can't handle, it seems.
Last Edit: Sept 21, 2019 8:16:33 GMT by Kappa Neko
BioWare: What is next for Anthem Sept 21, 2019 11:24:01 GMT Sondergaard likes this
Sept 20, 2019 22:38:09 GMT SwobyJ said:
It goes against everything, sorry. It threatens a bigger marketing disaster than ME3 ending
I don't think so. We've already had that argument. All they have to say is that "it's not canon".
BioWare: What is next for Anthem Sept 21, 2019 12:37:53 GMT tatann and shinobiwan like this
www.ea.com/games/anthem/acts
So are we getting the acts? If you guys said we weren't getting the acts, maybe remove them from your official site, or else you might get sued for false advertising?
correctamundo
Dr Obfuscate
Don't knock the little winds. They're important - for morale.
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem
Origin: correctamundo1
Prime Posts: A thousand and then some.
Prime Likes: They never liked me! No one likes me!
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem
correctamundo1
A thousand and then some.
They never liked me! No one likes me!
BioWare: What is next for Anthem Sept 21, 2019 15:21:27 GMT smilesja and Unicephalon 40-D like this
Post by correctamundo on Sept 21, 2019 15:21:27 GMT
Go ahead. Make my day.
Sept 21, 2019 15:38:18 GMT correctamundo said:
I'm just saying Bioware should at least fix its site for Anthem. And it's not that hard work. I'd be happy to do it for them. It's literally 30 seconds worth of work.
Post by Arijon van Goyen on Sept 21, 2019 20:41:18 GMT
BioWare: What is next for Anthem Sept 22, 2019 3:40:54 GMT tatann, shinobiwan, and 1 more like this
Wow. The content listed under "Currently In Anthem" is positively anemic. That is a pitiful state considering how long the game has been out. They have to list "Fixes Improvements and Optimizations" as a feature.
Oh Biower... You so crazy/
EnergizerBunny211
✜ The Bunny Chaser
Rocking my yellow-bladed Split Staff Lightsaber, carving up all manner of baddies and critters.
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Mass Effect Andromeda, Anthem
Origin: Rumbler1138
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Mass Effect Andromeda, Anthem
Rumbler1138
BioWare: What is next for Anthem Sept 22, 2019 18:48:19 GMT xrayspex73, PillarBiter, and 1 more like this
Post by EnergizerBunny211 on Sept 22, 2019 18:48:19 GMT
I like Bioware, I like the games they produce (DA ME, KOTOR I and II BG and yes even ANTHEM), but what concerns me is that they announce all this amazing stuff.....and sure, due to financial constraints, time constraints or whatever-- it's always expected that some material won't make it into the game, just like movies....Trailers often show (or at least they used to) material based on a first draft....material that was shot but ultimately went unused, ended up on the cutting room floor or was maybe reworked. I get that. But what I don't get....what concerns me is how they announce all this great stuff- get everyone hyped- and then just completely axe it and/or don't follow through.... "Just Because".....And overall it is really apparent that what could have been a great movie, or game or 'product' is underwhelming and simply doesn't deliver nor stand-up to what people were TOLD they could expect over time, because as time passes....they seem to be cutting more and more stuff.
I mean, the 90 Day Road Map and the ACTS structure is a great example. They laid out for us everything they planned and everything we could absolutely expect to see over a 90 day period (and yes, understandably that included *bugs and kinks, QOL Improvements, Fixes and the like), but the major pieces were definitely played-up: The Cataclysm for one, More Story (to further tell the story where they left off) and lots of other great things which we all are/were excited about and looking forward to. YET, what they deliver is an announcement that they are abandoning the ACTS structure....with no word on whether or no the Story will continue and thus far, aside from the promised Cataclysm World Event (which is as they said it would be) all we have gotten are a host of various Fixes, Patches, QOL stuff....and from what I can see that is all they are intent on releasing until who knows when.....
Again don't get me wrong, I enjoy ANTHEM....I enjoy most everything about the game just as it is. All I'm saying is I wish they would focus a little more on quality content (missions, story, character, customization, new loot etc) over 10000 minor fixes (such as 'improved weapon damage' and other stats or what have you). The fixes can come over time, but it doesn't need to be the main focus.
It's for these reasons that Bioware as a company, while I still enjoy their games.... they're beginning to fall short and I can now understand why a great many people and faithful followers of BIOWARE have begun to lose faith in the company.
Last Edit: Sept 23, 2019 23:27:19 GMT by EnergizerBunny211
"In all things seek wisdom, test knowledge and apply patience"- Jedi Master Onia Zshellnia, The Zoland Chronicles c.1996-Present
BioWare: What is next for Anthem Sept 23, 2019 6:41:26 GMT saandrig and sirpetrakus like this
Sept 22, 2019 18:48:19 GMT EnergizerBunny211 said:
I like Bioware, I like the games they produce (DA ME, BG and yes even ANTHEM), but what concerns me is that they announce all this amazing stuff.....and sure, due to financial constraints, time constraints or whatever-- it's always expected that some material won't make it into the game, just like movies....Trailers often show (or at least they used to) material based on a first draft....material that was shot but ultimately went unused, ended up on the cutting room floor or was maybe reworked. I get that. But what I don't get....what concerns me is how they announce all this great stuff- get everyone hyped- and then just completely axe it and/or don't follow through.... "Just Because".....And overall it is really apparent that what could have been a great movie, or game or 'product' is underwhelming and simply doesn't deliver nor stand-up to what people were TOLD they could expect over time, because as time passes....they seem to be cutting more and more stuff.
I feel pretty much the same way. Bioware, as a company, is a closed story for me. I'll never trust anythign they say again, and by god I won't buy on release anymore (while before it was a no-brainer). However, I enjoy playign anthem. So, as long as I feel that way, I'll sure stick by it (but I'd be dead before I do any microtransaction bs: You already got my money from the lego edition).
You're right. I absolutely, categorically refuse to get involved in the whole "Loot Box/Micro transaction" stuff. *Open this secret chest to find a mystery (read worthless) item inside that you NEED and MUST HAVE to play and enjoy this game......OH! Did we forget to tell you? It will be an additional 20.00 dollars. And we will only accept your credit card number.*
I've already paid 100 dollars CDN for the "Collector's Edition" (or whatever the makers choose to call the version of their game that offers more than just the 'basic game' with nothing else) tell me why I need to spend MORE money via Credit Card on little incidental items that are basically worthless as far as the playability factor of the game is concerned? (Just so you can get even more money out of me???? Yeah, NO.) TOMB Raider had those kinds of things and once I found out what they were, I knew how to recognize them in-game and I stayed well away from them. I don't agree with that kind of transaction or why that has to be in any game for the sake of the game....(clearly it is a veiled attempted at money-grabbing) and I can't abide such practices.
coldsteelblue
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights, Mass Effect Andromeda, Anthem
PSN: coldsteelblue
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights, Mass Effect Andromeda, Anthem
BioWare: What is next for Anthem Sept 24, 2019 9:42:12 GMT shinobiwan likes this
Post by coldsteelblue on Sept 24, 2019 9:42:12 GMT
Things is, recent activity shows that with the right marketing & sticking to what the playerbas want, you can sell a buttload of copies in no time, example, Borderlands 3, a game with no MTX & complete offline single player campaing sold 5M copies in 5 days. The only additional payment you can choose to make for this game is for the season pass for 4 dlc's , the first arrives in December, with 2 free dlc's before...learn something from this EA.
Article linked below.
www.windowscentral.com/borderlands-3-crosses-5-million-copies-sold-its-first-five-days
The last time I took a personality test I failed it.
BioWare: What is next for Anthem Sept 24, 2019 10:27:31 GMT MPApr2012, Kenny Bania, and 2 more like this
Sept 24, 2019 9:42:12 GMT coldsteelblue said:
Wait. You mean publishing a full, working, customer firendly game pays off?
Who'd-a thunk?
BioWare: What is next for Anthem Sept 24, 2019 11:37:04 GMT legbamel likes this
I've already paid 100 dollars CDN for the "Collector's Edition"
Impossible. I blew those suckers up in ME2!
I wouldn't call Borderlands 3 exactly "working", but sure, let's go with that.
Now, see, that's Gaming the way it used to be. Proper Single Player. Off-line; play by yourself, whenever you want for as long as you want- not worrying about Server interruptions or the hassle of being bothered by other random players you don't know jumping into your game and acting weirdly, thereby ruining your enjoyment ( afew players of ANTHEM have said that happens, when they are trying to solo certain arenas, and I understand why they are upset and put off). Nowadays, MP is forced upon us (in the form of Online MMO or even in games that are meant to be Single player, but they arbitrarily tacked on MP just because they could, and soon enough that becomes what the game is all about-- because WTF not?) and so you are forced into playing MP sessions-- TITANFALL comes to mind. or even HALO.) I've never understood games that by the premise and what you see on the screen in terms of gameplay, they look as though they were meant to be Single Player-- and something about them tells you that they would have made a better SP game....But for some strange reason, you're playing MP/MMO style gameplay, and it doesn't look like it fits at all. (Now, this is only my opinion....please don't jump all over me).
But then you take a game like SWTOR or ANTHEM that has Co-Op MP gameplay built into it, it was designed to play this way....and that game style is suddenly now, actually fun and it makes sense. This is fine, this is good. But still, I miss games like the original DARK FORCES and Jedi Knight series by LucasArts, games that were properly designed Single Player, meant to be played alone. Yes, I know the JEDI KNIGHT series had an element of PVP in it, but that was absolutely, completely optional. You did not have to participate in that ever....unless you wanted to. I played all the Dark Forces series of games for nearly 15 years and only once did I engage in the PVP element with a neighbour friend across the street. It was really cool at first, something new and different and knowing that he was right across the street from me, yet we were playing a game together, was kinda cool. But the novelty only lasted a few minutes and I quickly became disinterested.
Flash FWD some 25 years and I really don't mind the Online GAAS model, infact, I kinda like it. But I miss being able to play a true SP game...OFFLINE. Load it up, play when you want, stop when you want.
I think more games should be made this way. Or at least give people the choice....after all they are spending their money to buy this game/product, supporting the company. It's now their game, they own it and should have the choice of how and when they want to play.
BioWare: What is next for Anthem Sept 24, 2019 11:58:24 GMT Iakus and saandrig like this
Nowadays, MP is forced upon us
EA and Bioware are only following the road that was paved by ME3. For everything that is happening today, we promoted it back in the day. It's 100% our fault that we're here.
But then you take a game like SWTOR or ANTHEM that has Co-Op MP gameplay built into it, it was designed to play this way....and that game style is suddenly now, actually fun and it makes sense. This is fine, this is good
But why would you have Bioware, of all studios, make them? SW:ToR has no business being a MMO and Anthem is barely recognizable as a Bioware game. If at all.
But still, I miss games like the original DARK FORCES and Jedi Knight series by LucasArts, games that were properly designed Single Player, meant to be played alone
I have to, again, note that we voted these games out. From the XBOX 360/PS3 era, we slowly, but steadily, voted these games out in favour of MP games. Especially through CoD.
Flash FWD some 25 years and I really don't mind the Online GAAS model, infact, I kinda like it
That depends on its intrusiveness. AC: Odyssey did it right, in my opinion, but Anthem? Not even close.
Companies no longer want you to own games, which is why you don't. Not with new games. Now, you are given a license to play them and you have no saying in what happens to the product itself. If, at any point, a company chooses to shut down a game, you can no longer have access to it, through the always online "Live Service" model. It's only "Live" until the publisher decides to kill it. And for some games, that is faster rather than later.
BioWare: What is next for Anthem Sept 24, 2019 12:06:40 GMT via mobile Kenny Bania likes this
Sorry but the fault relies on the people who paid hundreds/thousands of dollars in MTX in ME3MP, not the players who simply played the game they paid for
Yes, it does. The data showed blatantly that all the community cared about, in the end, was the MP. The MTX was just the cherry on top. Which is why EA vowed not to make SP games anymore, because of player retention, lasting engagement and furthermore the recurrent player spending.
ღ Grumpy Old Man
They call me a Space Cowboy
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Jade Empire
spacecowboy
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Jade Empire
BioWare: What is next for Anthem Sept 24, 2019 12:12:55 GMT via mobile Kenny Bania, tatann, and 1 more like this
Post by Space Cowboy on Sept 24, 2019 12:12:55 GMT
I think they were already heading that way.
BioWare: What is next for Anthem Sept 24, 2019 12:19:44 GMT Space Cowboy likes this
Sept 24, 2019 12:11:55 GMT Space Cowboy said:
We didn't dissuade them one bit, though. If anything, we spurred them on by our own behaviour, we showed them the way, we paved it.
BioWare: What is next for Anthem Sept 24, 2019 12:21:57 GMT via mobile Sondergaard likes this
Some of you did. I only played sp.
But yeah you are right, the mp was embraced and encouraged them to make the horrific daimp.
Last Edit: Sept 24, 2019 12:22:18 GMT by Space Cowboy
But yeah you are right, the np was embraced and encouraged them to make the horrific daimp.
Hopefully, DA:I MP's, ME:A MP's and Anthem's player engagement and retention will dissuade them from moving more toward MP in the future. But I doubt it. And Jedi Faller Order won't help our case. That game is coming out dead out the gates, is what I see. It's getting as much promotion as Rage 2 and Wolfenstein: Youngblood. Nobody believes in it, internally, to market it in any way. And it's just 40-50 days away. There's no talk of this game. I sure as hell am not holding my breath for it.
Only one thing matters: if they believe they can make more money with SP games, they'll do that. Regardless of "player retention".
If not, well, then it's MP4U
MP sells MTX. That's EA's bottom line, the golden goose. They won't stop pushing for FIFA MTX style monetization to their core games and they will milk us for everything we got, first chance they get. EA doesn't care about fanbases, even ones that would promote their games for free, they would sacrifice it all for a MTX model that nets them FIFA MTX money for each game release.
shinobiwan
Apr 19, 2017 19:26:11 GMT
BioWare: What is next for Anthem Sept 24, 2019 13:41:32 GMT via mobile Arijon van Goyen likes this
Post by shinobiwan on Sept 24, 2019 13:41:32 GMT
Give me a break, there's no credible claim BL3 isn't "working." On vanilla PS4, the menus are a little sluggish (I've dealt with worse, not including Anthem) and once in a while there's some slowdown. There are also complaints that the game isn't running as optimally as it should on certain high-end rigs. Sure, there are performance issues to iron out, but this isn't an Anthem situation where the game is actually not "working" for a significant portion of the playerbase.
Let's save the outrage for games that actually deserve it, and also make sure it's based in accurate facts. Thanks.
Sept 24, 2019 13:41:32 GMT shinobiwan said:
BL3 may be in a better state than even current day Anthem, but it still has loads of performance issues, as you noted. I still think it is egregious to launch in such a state and that "at least it isn't Anthem", for me, is not an excuse. But also unlike Anthem, it has stuff to do.


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Supercars / Newcastle / Breaking news
McLaughlin calls on drivers: "We can be better role models"
Scott McLaughlin has challenged Supercars drivers to be "better role models" next season, after the season finale in Newcastle was overshadowed by off-track tension.
McLaughlin was officially declared the 2019 Supercars champion on Sunday evening, having come into the final round mathematically unbeatable.
But while his second consecutive title was already beyond doubt, there was plenty of drama across the Newcastle weekend as the fall-out for a controversial Bathurst 1000 continues – including a public spat with Scott Pye on Instagram and an alleged run-in with rivals during a drivers' briefing.
Reflecting on a turbulent end to a wildly-successful season, McLaughlin admits its taken its toll on both himself and his family.
He's also called on the wider Supercars driver group to have a "better perspective" next season and become stronger role models for young athletes.
"It's been hard for me because Mum and Dad, [fiancé] Karly and my sister, they probably feel the pain more than I do and that's not on," he said.
"For me, I feel like we did a really good job, I feel like I drove the best I ever have but sometimes you can't win with some people and you have just got to accept that.
"Unfortunately it is how it is in this sport – you just get used to it, but I just hope next year that all of us come into the sport with a better perspective.
"I feel like we can be better role models.
"Banter is great, we all do it, but I just hope we can come with a better perspective and just be professional for not only our sport and the younger drivers coming through, but also for other sports and athletes around the world."
Pye not backing down over Instagram clash
McLaughlin voted most popular Supercars driver
Stanaway says he may never race again
McLaughlin added that there has been an upside to the "hardest weeks" of his career: "For me as a person it has probably made me stronger, I guess.
"The last three weeks or four weeks, especially probably this week, it has been one of the hardest of my career just off-track-wise.
"But I'm proud of getting through it and the person that I have become through it and tried to stay, and that's the main thing."
As much as he's looking forward to a break off the back of a difficult finish to the season, McLaughlin says he's already got on eye on fighting for a third straight title in 2020.
"I think you go through peaks and troughs throughout any championship year," he said.
"When you are winning, you are disappointing people, it's just how it goes.
"For me, I'm definitely looking forward to the break more so because I'm getting married – but also I'm just excited to come back stronger next year.
"I think we can continue this trend and be right at the front again but sure, there's going to be other people coming to the front especially with the shocks change and that sort of stuff.
"It's going to be different."
Slade confirms Brad Jones Racing exit
Van Gisbergen wins Barry Sheene Medal
Event Newcastle
Drivers Scott McLaughlin
Teams DJR Team Penske
Laguna Seca: IMSA statement on GT2 finish

redpajama_set_name: RedPajamaCommonCrawl


text:
Silkwinds
Travel inspiration from SilkAir, the regional wing of Singapore Airlines
A Joy to Fly
About SilkAir
SilkAir Studio
Leading hotel visionary Adrian Zecha dispenses some travel wisdom
The Indonesian businessman tells us about his latest undertaking and the secret behind a successful hotel
Words by Nick Measures, Photography by Aaron Low
Across the Network
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When it comes to the hotel industry, there are few who can match the impeccable track record of Adrian Zecha. The 84-year-old has had a hand in some of the region's leading hotel groups, from Regent International Hotels – one of Asia's first luxury hotel chains – to the ultra-luxe Aman Resorts.
Not one to rest on his laurels, Indonesia-born Zecha has drawn on his extensive travel expertise to embark on a whole new adventure. In February this year, he opened the Azerai Luang Prabang in Laos – the first of many Azerai properties to come. With its focus on affordable luxury, the brand marks a slight shift in approach for Zecha, whose reputation was established through creating some of the most exclusive properties in Asia.
Located on the site of the former French Officers' Quarters, the Azerai Luang Prabang offers 53 open-plan rooms housed in two low-rise buildings that take inspiration from the town's traditional French and Laotian architecture. And with a wellness centre, a gym, a courtyard pool and a bistro serving up French and Laotian plates, it ticks all the boutique luxury boxes, too.
Today, Zecha's focus is firmly on this new chapter in his story. Here, he tells us about his latest undertaking and the secret behind a successful hotel.
What's the inspiration behind the new Azerai brand?
We are convinced that the notion of luxury – once the sole domain of high-net-worth individuals – has now permeated to the masses, and we feel that it is an opportune time to address this.
What's your most memorable travel experience?
Travelling from west to east across Bhutan in 1987, on the country's only road. Back then, it was like being where no one else had been.
Which destination is at the top of your travel bucket list?
The South Pole. It intrigues me as it's the southernmost point of the earth.
In your opinion, what makes a great hotel?
Intuitive service.
What's the best piece of travel advice that anyone has ever given you?
Someone told me to feel, and not just see, new places.
What are three of your favourite spots in South-East Asia, and why?
1/3 "Borobudur in central Java, because of its incredible conception."
2/3 "Galle Fort in Sri Lanka, the only truly living fort left in the region."
3/3 "Luang Prabang, because it is still home to over 30 active Buddhist temples."
This article originally appeared in the May 2017 issue of Silkwinds magazine.
4 quirky hotels on the SilkAir network
Check into these places redefining what it means to be a hotel
Is this Phnom Penh's coolest neighbourhood?
With its watering holes, designer cafés and chic restaurants, the Tuol Tom Poung neighbourhood is fast becoming...
[VIDEO] Postcards: Hiroshima
Take a tour of some of the most exciting venues in Hiroshima, from century-old restaurants to modern lifestyle...


Malmö, Sweden's third largest city, is a multicultural portal to Europe. Indeed, a short drive from the city will take you to the iconic Oresund Bridge that links Sweden to Denmark.The city's proximity to the continent is reflected in its highly diverse population, and the many ethnic restaurants scattered around town bear testament to this fact - especially around Möllevångstorget, a public square in the melting pot neighborhood of Möllevången south of the city. A settlement has existed where Malmö lies since the 13th century, and despite offering a modern exterior to the world, it is a city filled with history. Popular things to do include admiring Malmo's mix of architectural styles, wandering through picturesque city parks, dining at diverse restaurants and cafes, and exploring cutting-edge art and other fascinating exhibits at the city's thought-provoking museums.
The magnificent Oresund Bridge lies a 15-minute drive from Malmö city center. Decades in the planning, and famous throughout the world since opening in 1999, the bridge has gained further infamy as the central focus of the smash hit Danish/Swedish TV drama The Bridge. Those familiar with the series will instantly recognise the magnificent structure that now links Sweden to Denmark, and in turn, the entire European continent. The bridge is multi-faceted - a road, a railway, and a tunnel. The initial stretch is some eight kilometers in length to the man-made island of Peberholm. From there, it connects to a tunnel of four kilometers, constructed so as not to impact the incoming aircraft to nearby Copenhagen airport. If you get the chance, take a trip across the bridge and through the tunnel to Sweden's neighbour, Denmark. After all, a day or even an hour in Copenhagen is never wasted.
About 2.7 kilometers from Malmö Central Station and easily reached by bus or car is the most talked about building in southern Sweden. The striking Turning Torso is 190 meters high and combines residential, office, and conference space. The skyscraper is based on a sculpture by designer, artist, and architect Santiago Calatrava, the Twisting Torso, which featured in the competition brochure for the design and construction of Oresund Bridge. The cutting-edge building took four years to complete, opened in 2005, and is supplied with locally-produced renewable energy. This eye-catching and iconic structure has put Malmö firmly on the architectural map.
Lilla Torg (Little Square) is one of Malmö's busiest spots, no matter the season. Enjoy a coffee, relax, and people watch. Numerous terraced cafés overlooking the town square jostle alongside one another. All serve a range of food, from traditional Swedish to sushi. If the hustle and bustle gets too much, the Rosen restaurant at the Renaissance Malmö Hotel offers sedate fine dining. Lilla Torg is also famous, for its picturesque merchant's or burgher's houses dating from the 16th, 17th, and 18th centuries.
A must-see for any visitor, Malmöhus Castle houses several of Malmö's major museums within its historic walls, including Malmö Museum of Art, the City Museum, the Natural History Museum, a small aquarium, and the Science and Maritime House. Permanent exhibitions here feature topics such as natural history, ocean voyages, and technology, and the museum hosts several temporary exhibitions each year. The castle itself was originally a minor citadel dating from 1434. Denmark's currency was coined here in the Middle Ages, and during the 19th century, the castle served as a prison. Today, the restored Malmöhus Castle transports visitors back to the 16th century.
Malmö is well-known for its beautiful city parks. In the heart of the city, right by Malmöhus Castle, the 8.4-acre Kungsparken (The King's Park) is Malmö's oldest park. It was originally called King Oscar's Park after it was opened in 1872 by the Swedish monarch and is inspired by English gardens. Ponds and exotic, old trees punctuate this peaceful oasis in the city, and you can relax on the lush lawns, feed the ducks, and explore a vaulted cave. The beautiful cast iron fountain at the center of the park dates from 1882, and was the city's first piece of public artwork.
Across a little bridge from Kungsparken is another beautiful park, Slottsträdgården. Highlights are the castle windmill and seasonal plantings, including vegetables and colorful flowers like tulips, primroses, and sweet peas. Don't miss the sculpture Pegasus by Carl Milles, one of Sweden's most famous sculptors. To see these parks from a different perspective, a Sightseeing canal cruise takes you past these picturesque green spaces as well as Malmöhus Castle to the harbor.
About a 20-minute walk away from Kungsparken, Pildammsparken is another city park, with more than 10,000 flowers planted in its "flower alley" and plenty of ducks to feed. It's particularly beautiful in Autumn when the leaves are changing colors.
Hosting rotating exhibitions of national and international contemporary art, Malmö Konsthall (Malmö Art Gallery) opened in 1975 and has one of Europe's largest exhibition halls. The construction materials are light and simple - concrete, glass, wood, and aluminum. Constructed of 550 domes, the ceiling in the gallery varies in height and incorporates plenty of natural light. The result is a structure that is almost as interesting as the thought-provoking exhibits it hosts. If visiting on a Sunday, you can enjoy a great brunch (a particular favorite with trendy locals) at Restaurant Smak, which also serves lunch daily. Entry to the museum is free.
Meet the Malmö locals with a Slice of Swedish Hospitality. This is your chance to mix with Swedes behind the scenes. Locals share their homes and advise visitors how to enjoy the sights, make the most of shopping, experience authentic Swedish food, and discover the hidden treasures Malmö and the region have to offer. All are welcome, including single travelers, families, or friends, with a maximum of five people per group. A meal with a local family includes two courses, generally a main followed by dessert, and afterwards a chat or possibly a stroll, weather permitting. A word to the wise: be on time, Swedes are extremely punctual, particularly at meal times.
An easy eight-minute walk from St. Peter's Cathedral (St. Petri Kyrka), the Museum of Modernism (Moderna Museet) is known as a little piece of Stockholm in Malmö. The museum opened in 2009 as a branch of state-owned Moderna Museet (Stockholm), and it also runs courses and seminars. Formerly an electricity plant with a striking new orange-red annex, the building houses modern and contemporary works of art. Installations include film, photography, design, and paintings. Entry is free. After touring the exhibits, you can enjoy coffee or lunch in the café.
Near Central Station, Sankt Petri Kyrka (St. Peter's Church) dates from the 14th century and is Malmo's oldest church. This imposing brick Gothic building is known for its impressive wooden retable, the largest such piece in Northern Europe, and its 17th- and 18th-century grave stones. In the early 20th century, ceiling murals in the Krämare Chapel were restored, providing a glimpse of the intricate art that once adorned the walls and ceilings elsewhere in the church before it was whitewashed in later years. It's worth wandering through this distinctive landmark to soak up some of its rich medieval ambience.
Katrinetorp, on the outskirts of Malmö, (about a 15-minute easy drive) is one of the best-preserved Empire-style manor houses (Herrgård) in Sweden. Originally built in an idyllic location for one of southern Sweden's richest families, the 19th-century home is surrounded by magnificent landscaped gardens. Also on-site is a garden café, restaurant, and antique store. During the year, Katrinetorp hosts a harvest fair, a Christmas market, various exhibitions, and evening concerts. Guided tours are available during the summer on select days.
Malmö's Folkets Park (People's Park) is a favorite destination for locals and visitors - especially families with young children. For more than a century, people have come here to unwind. Among other tourist attractions, you'll find a green area with ponds, a popular children's playground, miniature golf, and a half-pipe for skateboarding. Ice-cream stands and cafés are on hand if you need a snack, and in winter, the wading pool is converted into a small ice rink for skating. The park also serves as a venue for festivals and events.
Luxury Hotels: The boutique Mayfair Hotel Tunneln, with two fabulous restaurants, features late-Gothic architecture, old photographs, and period decor. In Lilla Torg, near the Oresund Bridge, the pet-friendly Renaissance Malmo Hotel offers relatively large, modern rooms. Also pet friendly, the contemporary high-rise Clarion Hotel & Congress Malmo Live is within walking distance of Malmö Castle, and rates include breakfast. All these hotels lie a short walk from Malmö Central Station.
Mid-Range Hotels: Across the road from Malmö Central Station, Comfort Hotel Malmo, near Lilla Torg, offers bright, boldly-styled rooms beyond its elegant facade, and the gym includes a boxing ring. Also near Lilla Torg, Clarion Collection Hotel Temperance displays a more traditional style. Rates include breakfast and a light dinner buffet. If you're planning an extended stay or traveling with children, Scandic Malmo City is a handy option, with kitchenettes and clean, modern rooms less than ten minutes on foot from the Moderna Museet Malmö.
Budget Hotels: Malmö has few budget options in the city center, but if you're looking for good-value accommodation near the Malmö Arena, the new and modern BEST WESTERN Malmo Arena Hotel sits a short walk from Malmö Hyllie station. From here, train service to the city center takes a mere three minutes. Sports fans might enjoy Good Morning+ Malmö, with bright, modern rooms near the football stadium. In the city center, near Triangeln train station, STF Hostel & Hotel Malmo City offers basic hotel rooms and shared hostel rooms near restaurants and shops.
Malmö is not the only Swedish city near Denmark. About 65 kilometers north of Malmö the busy port city of Helsingborg lies a short hop across the Oresund strait from the similarly-named Danish town of Helsingor, home to Hamlet's castle, the majestic Kronborg. More than 200 kilometers to the north of Helsingborg, Gothenburg exudes a laid-back, European vibe. For things to see and do in and around the pretty capital of Sweden, check out our article on Stockholm as well as our page on fun day trips around the city, which includes the medieval university town of Uppsala. Only a 35-minute flight away from Stockholm, the island of Gotland is a hot vacation destination for Swedes and international visitors alike.


Mike took the time in our initial meeting to truly understand my situation and what I was up against. He listened to my concerns and never pressured me to make a decision to retain his services. Mike allows for input from you in developing your appeal. He referred me to the appropriate doctors and to an Occupational Therapist for testing in order to document my disability. There was constant communication via e-mail or by telephone. Mike is dependable, he does what he says he is going to do and he follows up on the action steps. He is straight forward with you and realistic about your chances with the appeal and the time frame involved. He has a professional office with a very competent staff including paralegals. Mike is highly experienced in dealing with the major insurance carriers. He is also very personable and he made additional recommendations to me regarding my well being. He is the number 1 individual disability in the state. Simply put, he is the best, hands down. I highly recommend him.


About Me - Nothing to Hide?
Scuba-diving Brit and world-renowned media visionary and initiator, Dean Donaldson is best known for utilizing the true potential of ad:tech and delivering next-generation media engagement. Fusing creative technology with brand messaging, his passion and expertise draws together converging digital media product development and mainstream marketing.
I had the pleasure of choosing your Spotlight [at iMedia Florida] and loved your presentation. What I saw in your presentation is exactly the message I try to deliver to prospective clients… it was in my humble opinion, the best part of the Summit!
Just want to say a big thank you for the presentation to John Frieda. The client has been amazed by very high quality of the presentation. They are now very excited by all the creative opportunities available for them.
Dean is a passionate and super knowledgeable expert in the digital space. Always thinking creatively and relentlessly pursuing best digital solutions for clients and partners. It has been a fantastic experience working with Dean and Eyeblaster!
Dean is quite an extraordinary character and a rare breed – a fiery, persuasive and energetic evangelist, a visionary mind and an inspiring creative with endless imagination and drive. He's the guy every team needs to breathe life into the day & bring it all together in time for the deadline.
Dean is an excellent public speaker who manages to translate the geeky world of online marketing into something that all marketers can relate to. His knowledge about the digital environment and his skills as an evangelist is extremely valuable for all companies operating within new media.
Dean is a digital visionary who makes you instantly re-think strategy and approach with solid facts and information. At a recent presentation Dean invigorated my will to make further changes within the business at Activision. Truly inspirational!
Dean is a true digital evangelist who is bursting with enthusiasm. He has become an essential part of our client digital days at PHD Rocket and has a fantastic ability to imbue clients with his contagious digital passion!
Dean is one of a rare breed of extremely passionate digital marketer/ technologist/ ideation master. When I needed a fresh, challenging, assumptions-checking perspective on an industry issue or a business problem, Dean was a always a great person with whom to talk it through.
I would really like to take this opportunity to thank you for joining us in our event & make it a huge success. I'm really very glad about how the event was shaped from the great presentation that you shared with us! I'm quite sure that everyone who attended the session share with me the same vision.
This consumer-focused perspective helps create practical solutions for marketing teams, agencies and clients that cut through the digital noise and deliver meaningful and measurable results.
With more than 25 years of design, marketing and digital experience, Dean is a recognized expert at navigating through the maze of emerging media, telling stories about how digital has shifted consumer behavior, moving from direct mail to Twitter, through QR codes on mobile phones to RFID interactive screens and converging onto ACR enabled Dual Screens, connected IPTV, inCar Advertising and ePaper. Looking closely at the permeation of all advertising channels, Dean is focused on how digital is creeping across the media landscape from fixed digital billboards in New York City's Time Square to as far east as floating eSignage on Shanghai's Huangpu River and how location-based advertising will bring a new brand relevance to consumers – yet remains composed on the concerns surrounding user profiling.
Focussed on tackling the ethics of shaping the future of addressable advertising using Near Field Communication (NFC), Dean is an active vocalist on moral obligations and privacy concerns in light of tracking via technology. He seeks to ensure the continued commercialisation of content across a fragmented range of viewing devices is balanced against a consumer who is truly in control. Dean's investigation into privacy concerns surrounding proximity based advertising recently earned him a Masters degree from the UK's leading research and innovation centre based at Bournemouth University, and led to him advising European Ministers on the effects of media convergence on future EU policy.
Helping with the difficult but necessary journey of realignment; empowering organisations to transform by realising their true potential to grow into market leaders.
Filtering a futuristic outlook through a consumer-focused lens and infuse it with grounded research to provoke all stakeholders to rethink ways that can impact their bottom line and overall ROI.
Optimising an organisations' brand strategy and position them with the best possible advantage to embrace new technology, offering creative and innovative product and marketing solutions that drive actual and measurable business change.
Taking responsibility for driving vision and articulating a structured approach to rollout, adoption and implementation, working closely with necessary teams to bring ideas to fruition.
Dean has published multiple articles and frequently serves as an industry source for leading business and advertising trade publications including AdAge, Adweek, Adotas, Bloomberg, Forbes, Wall Street Journal, NPR, San Francisco Chronicle, Huffington Post, OMMA Magazine, Media Post, ClickZ, iMedia and Revolution among others. He also serves on the video, measurement and mobile councils at the IAB, consulting frequently for leading brands across the globe about new ways to measure and integrate offline and online channels. An engaging public speaker and powerful creative storyteller, he has delivered presentations at over 250 industry events across more than 35 countries from the Americas through out Europe to across Asia. Recent speaking engagements include PromaxBDA, EGTA< ScreenForce, iMedia, OMMA, AdTech, IAB, JDPA, ClickZ, dmexco, i-Com Global, SIME as well as MSN Roadshows, DG's Inspire Series and MediaMind's Digital Experience Days.
Dean is also currently leading research in personalised programmatic Television with VR; IoT / M2M and connected devices, loyalty programmes and contactless payments; the relationship between AR, proximity and privacy across earned, owned and paid media; identifying big data collation and hyper psychometric personalisation.
And when he's not living out of a suitcase, Dean 'sometimes' resides in the heart of London.
A copy of my current resume is available to download from here.
NB. The opinions and stances expressed here are entirely personal and as such may not reflect those of any employer.
A small selection of Dean's interviews, discussions and presentations.
An overview of forthcoming and previous speaking engagements.
A small collection of what other people are saying about Dean.
A collection of clippings of authored articles or quotes.
Dean was the strategist behind the NMA Digital Advertising Award 2003 for achieving 47% sales growth for London's Sanctuary Spa and was a finalist in both Campaign Digital Awards 2005 for a cross-channel campaign to promote ITV's Celebrity Love Island and Revolution Awards 2007 for a creativology solution to increase test drives for Honda's Civic.
For his assistance on behavioural technology solution behind Levi Strauss 'MoonBathing' campaign, Dean helped push the client into Retail Finalist in Revolution Awards 2007 as well as get them second place in MSN European Creative Competition 2006 in FMCG and Social Networking.
Dean helped claim a Campaign Excellence Award in Eyeblaster Creative Awards 2007 for Sony Ericsson's launch of the K550i across CEMEA; Awarded to a campaign that excelled in its innovative use of digital advertising resources and in the resulting campaign performance.


text:
All posts tagged "Tony Awards"
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'An Inspector Calls' Thrillingly Teaches a Valuable Lesson on Human Decency
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'Dear Evan Hansen' Urges Self-Acceptance in a Noisy World
Not since "Hamilton," has the talk of Tinseltown been about a musical. The six-time Tony Award-winning "Dear Evan Hansen," which made a...
'Waitress,' the Musical, Is Made and Performed with Love and Care
Sara Bareilles and Jessie Nelson's "Waitress," the Broadway musical, is based on the work of the late Adrienne Shelly, who wrote and...
'School of Rock' Is an Absolute Blast for All Ages
The following review is based on the July 24th performance of "School of Rock" when understudy Elysia Jordan played Principal Rosalie Mullins (in...
Broadway's Susan Egan Resplendently Reprises Belle in "Beauty and the Beast"
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Review: Tom Hanks Hysterically Transforms for 'Henry IV' in Terrific Stage Play
The following review is based on the June 13th performance of the Tom Hanks-headlined "Henry IV." Tom Hanks is one of the...
La Mirada Theatre's "South Pacific" Is a Powerhouse Production
Since debuting on Broadway in 1949, "South Pacific" has become one of those productions that have stood the test and travails of...
"A Chorus Line" Proves Its Timelessness While On Tour in Thousand Oaks, CA
Live theatre has often famously echoed true-to-life elements about itself in a way that is reflective and reminiscent of reality. There are...


The quality and feel of this Fever wig will really astonish you, as will the beautiful shade of this bright blue wig. Buy a Fever branded deluxe bob cut wig today and feel luxurious. Wear this blue wig to parties with any costume or wear to a rave with your favourite dress.
Fever Wig - Lola - Blue.


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Day CampExpedition CampsLanguage Immersion CampLittle Explorers CampAdditional Programs
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Anxiety disorders in adolescence can have long-term impact if left untreated (Woodward, 2001). Cognitive Behavioural Therapy (CBT) is recommended as the first line of treatment...
What Is Web 3.0, Really, and What Does It Mean for Education?
The first rule of Web 3.0 is to stop calling it that. At least, that's Tim O'Reilly's preference. According to O'Reilly, whose media company is credited with coining the term...
A Daily Ritual That Builds Trust and Community Among Students
An activity that encourages students to open up about a person close to them can bring a whole class together in profound ways. "I dedicate our learning today to my dad. He...
8 Ways to Reduce Student Cheating
The pandemic has made this question even more frequent, since many educators are concerned about the quality of learning and the possibility of cheating. Yet, it's always been a...
Coronavirus Parenting: Managing Anger and Frustration | Child Mind Institute
We know we're not supposed to yell at our children. But parents are very stressed at the moment, and frustration and anger are inevitable. Overwhelmed with everything you've...
Helping Kids Understand the Riots at the Capitol | Child Mind Institute
Helping Kids Understand the Riots at the Capitol En Español January 7, 2021 We're all shaken by the events in Washington, DC this week. As kids of all ages look to us for...
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While sometimes considered unsightly, scars are healthy evidence of a body's ability to recover from a wound. However, most people do not welcome the permanent mark on their skin. Though scars cannot be completely removed, there are medical treatments that can improve the appearance of scars.
Causes: Scarring occurs after a deep, thick layer of skin, called the dermis, is damaged. In order to heal the wound, the body produces new skin tissue that is composed a bit differently than normal, undamaged skin tissue. When new skin tissue covers the wound, a scar forms because the new skin tissue looks differently than the surrounding undamaged skin.
Wounds that create scarring can have many causes, such as surgery, an injury from an accident, a skin condition (i.e. acne), rapid skin growth (i.e. stretch marks) or a disease.
Symptoms: A scar will have a different quality, texture and appearance than the surrounding, undamaged skin. Scars form and look very differently depending on the extent of the damage to the skin. Most scars are flat and pale. However, some scars are raised and will feel like a bump on the skin, while others will appear sunken or pitted.
Basic Formula for recovery/healing/improvement: Treatment depends on the size, thickness or origin of the scar and may vary from topical creams or silicone products, to steroid injections, chemical peels, steroid injections, dermabrasion and laser.


Originally published in 1984. This annotated bibliography will serve as a starting point for information on the issue of nuclear power. Arranged for easy use into three sections – Pro-Nuclear, Anti-Nuclear, and Neutral – the book cites over a hundred of the most important books on the subject, offering for each full bibliographic data and a lengthy annotation that is balanced and informative. This work, which features author, title and subject indexes, is simultaneously a collection-building tool, a guide for non-specialist library patrons and an invaluable aid for research.
Reissuing works originally published between 1961 and 1990, this set of 12 books offers a selection of scholarship on the history of natural resources used for energy provision. Many of the titles discuss the nuclear power debate from various angles while others look at coal, or resources and energy in the third world.


Each type of Journey offers corresponding project guidelines for each Girl Scout program grade level. Pick your Journey and follow the "earn it" links below or share your interest with your troop!
In this Journey, you'll be encouraged to make the world a better place and make new friends along the way. Discover your unique leadership style and what it means to be a leader who makes a difference in the world. Learn more about It's Your World—Change It! on Girl Scouts of the USA's website.
Earn it: Purchase the corresponding guidebook online at girlscoutshop.com or at a local Girl Scout store. Or, attend an event where earning this award is included.
Learn about the Girl Scout Promise and Law while exploring the world of gardening. You can earn up to three awards that recognize how you improved your community through your new gardening skills.
Learn how to protect the waters of our planet. You can earn up to four awards that recognize what you learned about water and how you took action to save it.
Learn how you can change the world by exploring your own talents and learning about women who have stepped up to the challenge of bettering the world. You can earn up to three awards that recognize what you've learned about using your own talents to help others and make the world a better place.
Learn to develop healthy relationships, navigate your way through cliques, and look past stereotypes. You can earn up to three awards that recognize your new friendship skills and how you've passed them on to others.
Develop your own vision of an ideal world for girls and learn skills to turn it into a reality. You can earn up to one award that recognizes what you've done to create your own version of GIRLtopia in your communities.
Learn the skills needed to influence change—such as identifying community problems, researching issues, creating presentations, speaking in public, and developing social media campaigns. You can earn up to one award that recognizes what you've learned about using your voice to create change in the world.
In this Journey, you'll learn about various environmental topics such as clean water and air, noise pollution, global warming, soil contamination, and agricultural processes. Each Journey is packed with up-to-date information and offers ways to improve life for everyone on the planet. Learn more about It's Your Planet—Love It! on Girl Scouts of the USA's website.
Learn about the natural world around you and how to keep the Earth healthy. You can earn up to three awards by taking action to help the Earth.
Learn about various forms of energy and find out what it means to be energy efficient. You can earn up to three awards that recognize what you learned about energy and how you carried out a plan to save energy.
Learn all about the air you breathe and how to improve its quality. You can earn up to three awards that recognize what you learned about air and how you improved your communities' quality of life.
Seniors (Grades 9–10): Sow What?
Learn about food—how and where it's grown, processed, distributed, and consumed—and why it matters. You can earn up to one award that recognizes how you created change toward a healthier world.
Learn how you can identify global environmental issues and how to create a vision for change. You can earn up to one award that recognizes what you learned about environmental justice and how you developed and presented a possible solution to your identified problem.
This Journey explores important themes such as developing a strong sense of self, discovering the benefits of a balanced diet and physical activity, navigating healthy relationships, identifying ways to enhance self-expression, and promoting well-being and confidence in others. Learn more about It's Your Story—Tell It! on Girl Scouts of the USA's website.
Learn what animals need and how to care for them. You can earn up to three awards that recognize what you learned about taking care of animals and how you shared that information with others.
Learn about other places around the world and how stories can give you ideas for helping others, whether in your own community or in other countries. You can earn up to four awards that recognize what you learned about the world and how you inspired others by telling your own stories.
Become more confident by exploring the roles you play in your life and trying on new ones. You can earn up to three awards that recognize how you developed the confidence to try on new roles and helped others do the same.
Explore the media you love—including movies, TV shows, and music—and how to reshape negative media messages into more positive ones. You can earn up to three awards that recognize what you've learned about negative stereotypes and how you made your voice heard by reshaping and responding to media.
Learn about the powerful benefits of sisterhood and the ways to nurture healthy friendships. You can earn up to one award that recognizes what you learned about the power of sisterhood in your own lives and how you helped nurture sisterhood in the world.
Learn how to fulfill your own dreams—and how to help others realize their dreams as well. You can earn up to one award that recognizes what you learned about reaching your goals and how you helped others fulfill their dreams.
These special Journeys let you explore Science, Technology, Engineering, and Math (STEM). STEM Journeys for Cadettes, Seniors, and Ambassadors (Grades 6–12) will be released in Fall 2018.
Earn it: Ask your troop leader or Juliette mentor about using the Volunteer Toolkit to earn this award. Or, attend an event where earning this award is included.
Practice the scientific method by undertaking a citizen science project. Make observations, collect data, and send that data to scientists who will use it in their research.
Discover how to think like an engineer by participating in hands-on design challenges.
Learn how programmers use "computational thinking" to solve problems. Hint: You can solve big problems by taking it step-by-step!
Our Outdoor Journey let's you explore your leadership style in the great outdoors!
Earn it: Ask your troop leader or Juliette mentor about using the Volunteer Toolkit to earn this award.
Anchored by the Troop Camping badge, the Outdoor Journey will strengthen girls' outdoor skills and ignite their interest in environmental stewardship. Each Journey consists of 2–3 badges plus a Take Action project.
Journeys & Badges: What's The Difference?
A Girl Scout Journey is an extended engagement with a topic that culminates in a Take Action project to make the world a better place. Journeys are created specifically for leadership development. Badges are shorter engagements with topics developed more for introducing girls to new experiences and developing specific skills.
Join as a volunteer today to help girls unleash their inner leader.
Current volunteers can visit Volunteers.GirlScoutsRV.org/Troops to find more resources on earning Journeys.


Fr Laurence invites us to go deeper in prayer. To pray deeply, he says, we need to discover what prayer really is. For prayer to be Christian it obviously has to correspond to the teaching of Jesus on prayer. With his insight and clarity, Fr Laurence draws on the Sermon on the Mount to identify seven essential elements of Jesus' teaching on prayer: silence, interiority, humility, simplicity, trust, attention, transcendence. He then shows how meditation responds to these teachings. In saying the mantra we go beyond the ego to a place of deep trust: we pray with the mind in the heart, in the silence of God's presence.


text:
using Elementary.Hierarchy.Collections.Nodes;
using LiteDB;
using System;

namespace Elementary.Hierarchy.Collections.LiteDb.Nodes
{
    /// <summary>
    /// Stores a key and a value in a underlying BsonDocument
    /// Neither key nor value must be given. Both can remain 'unset'.
    /// The key can't be changed afterwards.
    /// This is the base class for all hierarchy node types.
    /// </summary>
    /// <typeparam name="TKey">type of the key</typeparam>
    /// <typeparam name="TValue">type of the value</typeparam>
    public class BsonKeyValueNode<TValue> :
        IHierarchyKeyReader<string>,
        IHierarchyValueReader<TValue>,
        IHierarchyValueWriter<TValue>
    {
        #region Construction and initialization of this instance

        public BsonDocument BsonDocument => this.bsonDocument;

        private readonly BsonDocument bsonDocument;
        private LiteCollection<BsonDocument> nodes;

        public BsonKeyValueNode(LiteCollection<BsonDocument> nodes, BsonDocument bsonDocument)
        {
            this.nodes = nodes;
            this.bsonDocument = bsonDocument;
            this.EnforceId();
        }

        public BsonKeyValueNode(LiteCollection<BsonDocument> nodes, BsonDocument bsonDocument, string key)
        {
            this.nodes = nodes;
            this.bsonDocument = bsonDocument;
            this.bsonDocument.Set("key", new BsonValue(key));
            this.EnforceId();
        }

        public BsonKeyValueNode(LiteCollection<BsonDocument> nodes, BsonDocument bsonDocument, string key, TValue value)
            : this(nodes, bsonDocument, key)
        {
            this.bsonDocument.Set("value", new BsonValue(value));
        }

        #endregion Construction and initialization of this instance

        #region A BSON node must have an Id

        private void EnforceId()
        {
            if (!this.TryGetId(out var id))
                this.BsonDocument.Set("_id", ObjectId.NewObjectId());
        }

        public bool TryGetId(out BsonValue id)
        {
            return this.BsonDocument.TryGetValue("_id", out id);
        }

        #endregion A BSON node must have an Id

        public bool TryGetValue(out TValue value)
        {
            // a value must not be there

            if (this.bsonDocument.TryGetValue("value", out var bsonValue))
            {
                value = (TValue)bsonValue.RawValue;
                return true;
            }

            value = default(TValue);
            return false;
        }

        public bool TryGetKey(out string key)
        {
            key = null;

            if (this.bsonDocument.TryGetValue("key", out var bsonValue) && !bsonValue.IsNull)
            {
                key = bsonValue.AsString;
                return true;
            }

            key = null;
            return false;
        }

        public void SetValue(TValue value)
        {
            this.bsonDocument.Set("value", new BsonValue(value));
            this.nodes.Update(this.bsonDocument);
        }

        public bool RemoveValue()
        {
            if (this.bsonDocument.Remove("value"))
                return this.nodes.Update(this.bsonDocument);
            return false;
        }

        #region Equals and GetHashCode delegate behavior to _id of inner node

        public override bool Equals(object obj)
        {
            if (object.ReferenceEquals(obj, this))
                return true;

            var objAsLiteDbMutableNode = obj as BsonKeyValueNode<TValue>;
            if (objAsLiteDbMutableNode == null)
                return false;

            if (this.TryGetId(out var thisId) && objAsLiteDbMutableNode.TryGetId(out var objId))
                return thisId.Equals(objId);

            return false;
        }

        public override int GetHashCode()
        {
            if (this.TryGetId(out var id))
                return id.GetHashCode();

            throw new InvalidOperationException("any node must have an _id");
        }

        #endregion Equals and GetHashCode delegate behavior to _id of inner node
    }
}

redpajama_set_name: RedPajamaGithub


No matter what anyone tells you, buyers will choose a move-in ready home over others.
If you have any stock in the decision to sell, you'll want to look at your home with a careful, critical eye to get the best price possible.
An experienced real estate firm will help you know what your home needs to push it over the edge from good to great. To get started on making your home absolutely irresistible, follow these savvy tips below.
We've all heard first impressions matter, and they certainly do when it comes to real estate.
But have you thought of the connection a potential buyer will make with your home? Choosing a home isn't an exact science by any means; emotions always come into play.
Buyers will imagine themselves living in your home. Anything that spells work or extra maintenance is likely to affect their offers.
To get the best price possible, you'll want to make sure buyers connect to your home positively from the get-go.
Add a new coat of paint wherever needed.
Make sure the paint looks as new as possible.
Straighten up any outdoor arrangements (or better yet, remove them altogether) and keep the front porch pristine.
It might seem like a lot of extra work just to sell your home. While it will require a little more investment, it's worth it. You're effectively transferring your home from the "good deal" to "move-in" ready category.
*We can't stress enough how much landscaping matters. Not only does it make your home's exterior more appealing, it says to the buyer that your home has been well-maintained.
While you want buyers to instantly connect to your home in a positive way, you'll have to distance yourself a little from your property. We all grow attached to our homes, and it's easy to completely miss flaws or drawbacks.
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text:
Karen Dalton - In My Own Time (CS)
LIGHT IN THE ATTICLITA200
Karen Dalton's 1971 album, In My Own Time, stands as a true masterpiece by one of music's most mysterious, enigmatic, and enduringly influential artists. Celebrating the album's 50th anniversary, Light in the Attic is honored to present a newly remastered (2021) edition of the album on LP, CD, cassette, and 8-Track.
The LITA Anniversary LP edition features the original 10-track album, pressed on clear wax at Record Technology Inc. (RTI) and housed in an expanded gatefold LP jacket, while the album makes its long-overdue return on the almighty 8-Track format.
Both the CD and cassette editions feature 9 bonus tracks, including 3 alternate takes from the In My Own Time album sessions, along with 6 previously unreleased tracks captured during Karen's 1971 European tour, including live at The Montreux Golden Rose Pop Festival and Germany's Beat Club.
All audio has been newly remastered by Dave Cooley, while lacquers were cut by Phil Rodriguez at Elysian Masters.
A newly expanded booklet—featuring rarely seen photos, liner notes from musician and writer Lenny Kaye, and contributions from Nick Cave and Devendra Banhart—rounds out the CD (32-pgs) and LP (20-pgs) packages.
The Oklahoma-raised Karen Dalton (1937-1993) brought a range of influences to her work. As Lenny Kaye writes in the liner notes, one can hear "the jazz of Ella Fitzgerald and Billie Holiday, the immersion of Nina Simone, the Appalachian keen of Jean Ritchie, [and] the R&B and country that had to seep in as she made her way to New York."
Armed with a long-necked banjo and a 12-stringed guitar, Dalton set herself apart from her peers with her distinctive, world-weary vocals. In the early '60s, she became a fixture in the Greenwich Village folk scene, interpreting traditional material, blues standards, and the songs of her contemporaries, including Tim Hardin, Fred Neil, and Richard Tucker, whom she later married. Bob Dylan, meanwhile, was instantly taken with her artistry. "My favorite singer in the place was Karen Dalton," he recalled in Chronicles: Volume One (Simon & Schuster, 2004). "Karen had a voice like Billie Holiday and played the guitar like Jimmy Reed."
Those who knew Dalton understood that she was not interested in bowing to the whims of the record industry. On stage, she rarely interacted with audience members. In the studio, she was equally as uncomfortable with the recording process. Her 1969 debut, It's So Hard to Tell Who's Going To Love You The Best, reissued by Light in the Attic in 2009, was captured on the sly when Dalton assumed that she was rehearsing songs. When Woodstock co-promoter Michael Lang approached Dalton about recording a follow-up for his new imprint, Just Sunshine, she was dubious, to say the least. The album would have to be made on her own terms, in her own time. That turned out to be a six-month period at Bearsville Studios in Woodstock, NY.
Producing the album was bassist Harvey Brooks, who played alongside Dalton on It's So Hard to Tell Who's Going To Love You The Best. Brooks, who prided himself on being "simple, solid and supportive," understood Dalton's process, but was also willing to offer gentle encouragement, and challenge the artist to push her creative bounds. "I tried to present her with a flexible situation," he told Kaye. "I left the decisions to her, to determine the tempo, feel. She was very quiet, and I brought all of it to her; if she needed more, I'd present options. Everyone was sensitive to her. She was the leader."
Dalton, who rarely performed her own compositions, selected a range of material to interpret—from traditionals like "Katie Cruel" and "Same Old Man" to Paul Butterfield's "In My Own Dream" and Richard Tucker's "Are You Leaving For The Country." She also expanded upon her typical repertoire, peppering in such R&B hits as "When a Man Loves a Woman" and "How Sweet It Is." In a departure from her previous LP, Dalton's new recording offered fuller, more pop-forward arrangements, featuring a slew of talented studio musicians.
While '70s audiences may not have been ready for Dalton's music, a new generation was about to discover her work. In the decades following her death, a slew of artists would name Karen Dalton as an influence, including Lucinda Williams, Joanna Newsom, Nick Cave, Angel Olsen, Devendra Banhart, Sharon Van Etten, Courtney Barnett, and Adele. In the recent acclaimed film documentary Karen Dalton: In My Own Time, Cave muses on Dalton's unique appeal: "There's a sort of demand made upon the listener," he explains. "Whether you like it or not, you have to enter her world. And it's a despairing world." Peter Walker, who also appears in the film, elaborates on this idea: "If she can feel a certain way in her music and play it in such a way that you feel that way, then that's really the most magical thing [one] can do." He adds, "She had a deep and profound and loving soul…you can hear it in her music."
Acoustic Folk SSW Reissue


We are going to apply for very interactive project about young people who are interested in traditional culture, epics, folk tales. For details, you can check the attachment.
If you are interested in our project, please contact with Onur ( onur.genc@boun.edu.tr) until 8th September.


Hey mon! Get ready to jam to the sounds of the islands at the Uptown Friday Night Concert series kicks off at the Fountain Stage on Friday, July 15 from 7:30PM until 9PM. Roots Vibrations Band returns to Downtown Mount Clemens! This crowd favorite has been recognized as the best reggae band in Detroit, with multiple Detroit Music Award wins. Grab a chair and join us for this FREE concert!
The Uptown Friday Night Concerts in Downtown Mount Clemens feature some of the best local musicians from the Metro Detroit area. Come early to shop in our unique stores and enjoy dinner at one of our downtown restaurants.


Forgot to mention most of the team has arrived. Mackenzie worked in the clinic today, she will do construction tomorrow. The rest of the team arrived 5 hours late so they took a walking tour of Blanchard. Tomorrow we pick up Robin who will stay for a month.


Huawei has set a record for itself by shipping more than 200 million smartphones in 2018, the company said in a statement Sunday.
The Chinese phone maker said the numbers were largely driven by the success of products like its P20, Honor 10 and Mate 20 series.
Huawei's smartphone shipments have grown from 3 million units in 2010, it added. Last year, it said it sold 153 million units. The company overtook Apple in the second quarter of 2018 to become the world's second largest phone vendor, according to researcher Canalys.
"In the global smartphone market, Huawei has gone from being dismissed as a statistical 'other' to ranking among the Top 3 players in the world," Huawei said in its statement.
Despite its successes this year, Huawei has still faced some challenges, particularly with the US government. In February, US intelligence officials advised Americans not to purchase Huawei products out of fear they're being used to spy for the Chinese government. In January, AT&T pulled out of a deal to sell the Huawei Mate 10 Pro, and Verizon reportedly followed suit.
Still, Huawei is popular in places like China and Europe. More than 500 million people in over 170 countries use Huawei phones, according to the company.
In August, the company raised its shipment forecast for 2018 from 180 million to 200 million, and said it aims to become the world's largest phone vendor by the end of 2019.
Huawei Mate 20 Pro review: An elite phone with the looks to match.
Huawei overtakes Apple: It becomes the No. 2 phone seller in the world.


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Montigny, Cabral say state budget increases ed aid for New Bedford by $14.5M
The Standard-Times
Jul 22, 2019 at 1:09 PM Jul 22, 2019 at 6:46 PM
BOSTON — The final version of the state budget, passed by both the House and Senate Monday, includes an additional $14.5 million in state aid to New Bedford schools.
Both Sen. Mark C. Montigny and Rep. Antonio F.D. Cabral praised the agreement to boost so-called Chapter 70 money. The city is also set to receive $24.2 million in unrestricted general government aid," an increase of $642,000 from last year.
"This budget puts forth a very clear investment strategy to support the healthy development and success of all of our children," said Montigny in a prepared statement. "New Bedford has so much to offer young people in terms of arts, culture, and history, and it is imperative that we provide them access to these exciting opportunities without regard for their socio-economic status."
"With increased revenue this fiscal year, the Legislature has been both judicious and strategic in terms of making the right investments in communities like New Bedford," said Cabral, also in a prepared statement. "New Bedford will get to reap the benefits of significant increases in public education funding and local aid — our public schools and city services require this level of investment."
Among those who will benefit are the Dennison Memorial and Women's Center, Cabral and Montigny said.
Montigny's statement said he worked with Senate Ways and Means Chairman Michael Rodrigues to ensure New Bedford would receive the highest funding possible. This also includes significant increases that he said the Senate secured for charter school reimbursements and the special education circuit breaker.
In addition to increased education funding, Montigny earmarked close to $1.2 million to benefit local children, provide opioid treatment, and deliver mental health and peer support counseling for law enforcement, his statement said.
Montigny's statement said he wrote a provision to ensure the South Coast Youth Court continues to operate. He also delivered funding to the New Bedford Girl's STEAM Design Academy.
Cabral's statement listed the following dollar earmarks for New Bedford: $175,000 for opioid abuse treatment at Greater New Bedford Community Health Center; $100,000 for domestic violence and sexual assault prevention, education and counseling at the Women's Center; $100,000 for the Zeiterion Theatre; $100,000 for Youth Court programs in New Bedford and Fall River; $100,000 to support the after-school girls' STEAM Design Academy program; $80,000 for the Dennison Center; $75,000 for the Immigrants Assistance Center and several other dollar amounts for local programs.
Also $450,000 for fisheries research at UMass Dartmouth School for Marine Sciences and Technology and several other programs benefiting families and immigrants.
Montigny's statement noted the Greater New Bedford Community Health Center and Women's Center funding. It also mentioned money for the Southeastern Enforcement Council (SEMLEC) to provide law enforcement with peer support, mental health counseling and residential treatment services following traumatic incidents.
Montigny also said he advocated for $500,000 to support the operations and maintenance of the Schooner Ernestina-Morrissey, which is scheduled to sail back home to New Bedford in 2020.
As House chairman of the Gateway Cities Legislative Caucus, Cabral said he successfully advocated for the Neighborhood Stabilization Initiative. Some $750,000 was committed to addressing abandoned and blighted properties through the program.
"New Bedford and other Gateway Cities have not experienced the same real estate rebound as the Greater Boston area since the Great Recession," he said in his statement. "New Bedford requires additional resources in terms of hands-on technical assistance to address blight and vacant properties."
According to Cabral, the Gateway Cities caucus also successfully advocated for more than $90.5 million for regional transit authorities; $2 million for dual enrollment grants which enable high school students to earn college credit; $1.4 million for the Community College Workforce Training Incentive program; and $1 million for the English Language Learners Gateway Cities grant program.
A Montigny amendment, according to his release, created a new law that officially designates Feb. 14 as Frederick Douglass Day in Massachusetts in order to celebrate the famed abolitionist's lifelong fight for equality, especially in New Bedford.


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Keep your content well-written, up to date and interesting to read, and you will see far better results than ever compromising on quality. Your sales will keep growing as long as you maintain high standards on what you write every time you hit that Publish-button.


In last week's GnomeCast, I talked a bit about reviving my Eberron campaign with Chris and John. At one point, it was referenced that the gunslinger character in the campaign has pretty much killed at least two big bads with a single shot. That got me thinking about one of those incidents and how crucial it is to know when to let players have it easy and when to tweak an encounter to stretch it out.
The most dramatic one-shot the gunslinger pulled off was while the PCs were visiting the Library in Korranberg to get more information on the dragon continent, Argonnessen. They had been sent to speak to a scholar there, but when they arrived he wanted nothing to do with them. He had bigger problems on his little gnome hands and had no time for adventurers trying to get themselves killed going someplace they shouldn't. Eventually, as they kept pestering him, he agreed to help them if they'd deal with his problem. An artificer had brought a clay golem she had found back from Xen'drik and when she activated it, it killed her and began going on a rampage in the lower levels. It was currently sealed in her laboratory, but no one on hand had the wherewithal to deal with it. If the PCs took care of it, he'd give them they information they were seeking.
Now, my players are a smart crew. Rather than heading directly down to the laboratory, they took advantage of being in one of Khorvaire's preeminent repositories of knowledge and quickly learned what they could about golems. Within an hour, they had learned that the golem would be immune to magic and most weaponry, but was susceptible to bludgeoning weapons and adamantine weapons. The moment he heard that, the gunslinger's face lit up. When he'd originally made the character, he'd outfitted him with adamantine bullets thinking they did more damage than regular ones. When he learned they did not, he switched back to regular ammunition, but never sold off the adamantine bullets. The others were, with the help of a harried librarian curator, able to get their hands on another adamantine weapon and bludgeoning weapons for those that didn't already have them. They 'wasted' an hour preparing but had a better understanding of what they were getting into.
This was designed to be a tough fight. They were a magic heavy group highly dependent on fire and they had a reputation for solving problems by blowing them up with a fireball. The gnome they needed to talk to had already banned them from using fire since they were in a library, but the opponent they had to fight was designed to make them stretch outside of their normal tactics. I never expected them to rush in blindly, but they were quite clever in how they researched information and got themselves prepared. I also never expected how quickly they would win the fight.
The gunslinger had the highest initiative and was the first one through the barricaded door. On his attack, he rolled a 19. With a gleeful grin, he informed me that he had just bought Improved Critical on their last level, so that was a potential crit. The crit was confirmed and in one move, he dealt 89 points of damage to my big, bad, scary monster. This left just 12 hit points for the rest of the party to mop up. The monk and cavalier went next and easily took care of the creature. My pretty golem, with his gnome stained feet, never even got a chance to do more than roar menacingly.
For a brief moment, I considered having a second golem pop out from behind the shelves in the back of the laboratory, but the look on my players' faces sealed the deal. They were laughing and grinning and they had earned the win and the joy it brought far more than I needed to make the encounter stretch into something it was never intended to be.
"But Ang," I hear you ask, "You didn't fudge anything. What are you on about?" This example showed a situation where a GM might have been tempted to fudge things, but it would have probably been less fun for the players. Here's an example from the other side of the coin.
I should read it when the campaign is wrapped up.
My friend Jen was running a 5th Ed. D&D game using a modified version of the campaign from Hoard of the Dragon Queen. I have not actually read the book since I was one of her players, but I do know she put a lot of work into modifying it to fit the PCs the players brought to the game. Character backgrounds were deftly woven into the campaign's story and two players had very intimate reasons for hating the half-dragon Rezmir, one of the primary villains. One player had wanted to play a Warforged monk, so Jen worked the race into the Forgotten Realms setting as Netherese relics. Rezmir and the cultists had gotten their hands on him and another Warforged, but while he played dormant and was able to escape their clutches, his friend was not so lucky. Meanwhile, the barbarian's brother had been kidnapped by one of Rezmir's flunkies and Rezmir herself had killed the barbarian's friend, a wise and kind blue dragon. Our barbarian was not one to let people hurt those she cared for without punishment. Both characters had very passionate reasons for wanting Rezmir dead.
When the PCs finally caught up with Rezmir at Castle Naerytar, they came up with a clever plan to draw her out of the castle and ambush her in the surrounding swamps. It actually worked perfectly, but the two characters who were most invested in seeing Rezmir punished were hampered by low initiative rolls and poor placement on the combat map. In addition, lucky rolls by the paladin and my cleric left Jen with a major villain hanging by a thread before the two characters it mattered most to could even get into the fight.
Jen made the decision to tweak things and stretch the fight long enough so that the monk and the barbarian could get into the fight and get a hit or two on the half-dragon villain. Even though the paladin and my cleric had done a larger share of the damage, the monk was able to get a solid hit in and then the barbarian was able to finish her off with a killing blow, getting revenge for her murdered dragon friend and still missing brother.
What's more important? Sticking with the dice or giving your players an enjoyable and satisfying experience? On one hand, sticking with the dice as they rolled gave the players a surprising and successful encounter. But on the other, if Jen hadn't tweaked the combat, two players would have likely been left frustrated and disappointed at a piece of their history getting taken care of without their involvement. Hands down, I'm going to vote for the player experience every single time.
Have you ever fudged a roll or a rule to make sure your players got a good experience? How about a time when the dice surprised you and the players got an easier win than you expected? Tell us about your games!
I also make player buy in an issue. in my Pendragon campaign (which currently sleeping, but it will awaken again one day in the future when it is needed) I have informed the players this will be a 'fudge free zone' the dice fall where they fall for everyone, all the time. In case you are not aware, Pendragon can be a highly lethal system with death from a single hit a distinct possibility. The PC kill rate in that game is very high… which is OK as the Pendragon setting is more about the family/estate than any individual PC. But the buy-in from day one mitigates (to a certain degree) the pain caused by character death.
That's a very good point about player buy-in. They need to know what type of game they're buying into. I know I would be very disappointed at a highly lethal super hero game.
I'd say that fudging the rolls is a complete, utter nonsense. No exceptions. The most important reason for using the dice is that they introduce the element of uncertainty. If we find this enjoyable (see situation 1 from the article) let's use the dice. If dice are rolled but the result is meaningless and ignored by the GM the act becomes a pointless waste of energy.
Please mind that there already are several options for people who like the randomness introduced by the dice but want some control over it, like Bennies from the Savage World or Drama Points from 7th Sea. This kind of fudging is fair, because it is a part of the game. It's regulated by the rules, known and accepted by everyone at the table. With a very little effort it can be added to any game.
If the GM thinks that some outcome of the in-game situation will be more fun for everyone she should simply go for it *without* rolling the dice (if other players agree beforehand to give her such power). This is the only fair way of doing it. I'm not sure if the second situation from the article really shows the benefits of fudging – I'd be more frustrated by learning that my great deed was a result of cheating than if my character wouldn't be the one dealing the killing blow.
Another thing that makes fudging unnecessary is that the best way of ensuring that the barbarian and the monk have fun is designing the whole adventure in a way that puts them in the spotlight. Make their abilities the most important ones for finding the dragon's lair and slaying it and try not to allow them to fail to reach the final because of one bad roll. It's far more difficult then fudging the dice but if done well far more enjoyable (and won't leave anyone disgruntled).
Obviously, since I wrote the article, I disagree that the rules against fudging should be absolute, but this is probably also dependent on the people you play with. Everyone I play with would be far more disappointed at not getting the great character moment than knowing the dice were fudged a little.
I appreciate the advice you've given, but sometimes hindsight is 20/20. It's easy to look back and think about how you could have done it differently, but sometimes you're in the thick of the moment and things go sideways. Players often do things that you don't expect and may not respond the way you hoped to set up certain moments. It's great to try and plan these things out in advance, but there are times when you have to adjust on the fly.
You mention something I have not initially thought about, that GM can get lost in the heat and realize that some other result would be more fun *after* the roll. I'd say that in such case the intent counts. If that was an "accidental" roll, made simply because the GM was in a rush and with a cooler head she'd have just described the situation without using the dice I wouldn't call that fudging. In every other case, when GM grabs the dice thinking "I'll drop those on the table but change the result if it doesn't fit my purpose" the roll makes no sense as it makes no real difference.
Please also note that the "hindsight is 20/20" is double-edged as it can be applied also to fudging the rolls/situations. Imagine that some GM hastily introduced the second golem in the situation 1, spoiling the moment. What GM thinks of as a "fix" may bring exactly the opposite.
On more thing against fudging: the dice are objective. If the outcome of some situation is determined by the roll it is always fair. GMs decisions are encumbered with all the faults of the human nature. It is hard to be angry on the dice, it is easy to blame GM for some non-entertaining or unfair decision (whether she deserves that or not is a different matter). From that point of view using the dice is "healthier" to the group's atmosphere.
I can imagine situations where fudging leads to an entertaining moment but is less fun in the long run. Victories are fun, but they fade away quickly, it is often failures which are remembered (which is good, as we should learn from them). The player surely had fun when his character dealt the dragon a killing blow, but maybe if he failed his character would have developed in a more interesting way, which would give him more fun in several adventures ahead?
I've seen this dilemma from both sides of the table as well. In one of my longer running Sci Fi campaigns I GM weekly, it originally started off as survival horror, with a very real possibility of character death if the dice turned against them. Unfortunately in play, the dice regularly came up abysmally low for the enemies, and without fudging, it wound up making several challenging encounters feel rather toothless, and lead the group into a false sense of confidence that nearly got them killed later on.
Over all though I still feel as if the initial survival horror atmosphere was greatly dampened by the poor results of the enemies dice rolls, and things would have been more suspenseful and challenging in parts had I fudged the rolls some in the favor of the enemy in key places to deliver the horrifying scenario my players were anticipating.
One compromise I've seen done by another player of mine, who also occasionally GM's, (Hi Carly!) is to have a pool of "fudge dice" available in a reserve pile behind the GM screen. When a roll needs to be fudged to deliver a more satisfying story, she pulls a single die from the pile and adds/subtracts the result from the initial roll in need of modification.
This still keeps a random element to the "fudge" so it's not the out right "cheating" of arbitrary number reassignment most GM's do when they alter a die roll behind the scenes. She also limits the pool to a half dozen or less dice per session (usually in the d4-d8 values with one or two d12's or d20's depending on the system) and once they're gone, whatever rolls stands.
That's an interesting compromise. I like the randomness it adds in to fudge the dice in one direction or another. How has it worked for her? Does it generally achieve what she was hoping for?
It seems to have worked out very well in her games, since it adds a bit of an encounter safety net when the dice come up unexpectedly (un) Lucky either side of the GM screen without being too heavy handed on tilting the scales.
Another trick I recent heard of from another gamer friend is to take a page from D&D 5th ed's rules and add an extra die to the mix in those situations and use the best/worst of the 2 rolls when you need to fudge things. Keeps the variable in play and offsets the unnatural good/bad string of luck that original die is being effected by.
Usually not the die rolls, but sometimes the stats. Just yesterday, I was running a one-player game, and the player (and henchperson) decided to jump an NPC that was somewhat out of their league. I had written down one AC number for this guy, but there was a different one in the original text. I went with the worse one, to even things out a bit. It became a nail-biting thing for the PC, who was in a chokehold before the henchperson returned to the fight and scored a critical-hit backstab to end the fight.
I also remembered one time wherein I started fudging so that a brand-new player wouldn't lose her first PC in a combat very early in a campaign. I rolled great, she rolled awful, and she was out of reach of the rest of the party and into negative hp, before her initiative even came up. One-shotting a character on her 2nd or 3rd time at the table, when it had been entirely random who got hit, seemed a Bad Thing.
I've never had to fudge an overpowered villain down, but I have had to fudge one up a notch or two, simply because I underestimated how effective the PCs would be.


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The Los Angeles Guitar Quartet
The Philadelphia Orchestra In Concert on WRTI: The Music of Spain with Los Angeles Guitar Quartet
Gregg Whiteside
Viva España! Join us on Sunday, October 10th at 1 PM on 90.1, and Monday, October 11th at 7 PM on WRTI HD-2, as our Philadelphia Orchestra in Concert broadcast, recorded live in 2019, pulsates with the rhythms and evocative harmonies of Spain.
This Is How The Los Angeles Guitar Quartet Channels Its Inner Romero
Susan Lewis
Joaquin Rodrigo wrote Concierto Andaluz in 1967 for the Romero Quartet, an ensemble that's known as the "The Royal Family of the Guitar." WRTI's Susan Lewis spoke with the Grammy-winning Los Angeles Guitar Quartet, whose members were mentored by the Romeros.
Los Angeles Guitar Quartet
Join Jill Pasternak when she interviews the Grammy award-winning Los Angeles Guitar Quartet. Celebrating their 27th year, LAGQ continues to set the…


The Fern 30" Long Necklace from Michael Michaud's Silver Seasons Jewelry Collection is cast in bronze from real fern leaves. Features a soft green patina finish. Michael Michaud Jewelry is handcrafted in Bellmore, NY.


text:
Q: Cannot validate serde : org.openx.data.jsonserde.jsonserde I have written this query to create a table on hive. My data is initially in json format, so i have downloaded and build serde and added all jar required for it to run. But i am getting the following error:
FAILED: Execution Error, return code 1 from org.apache.hadoop.hive.ql.exec.DDLTask. Cannot validate serde: org.openx.data.jsonserde.JsonSerDe

QUERY:
create table tip(type string,
  text string,
  business_id string,
  user_id string,
  date date,
  likes int)
ROW FORMAT SERDE 'org.openx.data.jsonserde.JsonSerDe'
WITH SERDEPROPERTIES("date.mapping"="date")
STORED AS TEXTFILE;

A: I too encountered this problem. In my case, I managed to fix this issue by adding json-serde-1.3.7-SNAPSHOT-jar-with-dependencies.jar at hive command prompt as shown below:
hive> ADD JAR /usr/local/Hive-JSON-Serde/json-serde/target/json-serde-1.3.7-SNAPSHOT-jar-with-dependencies.jar;

Below are the steps I have followed on Ubuntu 14.04:
1. Fire up Linux terminal and cd /usr/local

2. sudo git clone https://github.com/rcongiu/Hive-JSON-Serde.git

3. sudo mvn -Pcdh5 clean package

4. The serde file will be in
   /usr/local/Hive-JSON-Serde/json-serde/target/json-serde-1.3.7-SNAPSHOT-jar-with-dependencies.jar

5. Go to hive prompt and ADD JAR file as shown in Step 6.

6. hive> ADD JAR /usr/local/Hive-JSON-Serde/json-serde/target/json-serde-1.3.7- SNAPSHOT-jar-with-dependencies.jar;

7. Now create hive table from hive> prompt. At this stage, Hive table should be created successfully without any error.

Hive Version: 1.2.1
Hadoop Version: 2.7.1
Reference: Hive-JSON-Serde

A: You have to build the project cloned using the maven !

mvn install
  in the directory /path/directory/Hive-JSON-Serd
  here we are in /usr/local

redpajama_set_name: RedPajamaStackExchange