Mais uma oportunidade ganhar um amiguinho neste domingo dia 22/05 na @petmeauoficial compareçam dê uma chance pra vc e para os 🐕🐶🐈🐱 conhecerem o verdadeiro sentido das palavras AMOR e SOLIDARIEDADE ❤ #Repost @vanmesquita with @repostapp
🐶 Domingo tem feirinha de adoção com @projetopetvan e @protecaoanimalresgate na rua Brigadeiro Gavião Peixoto 557- Lapa ⭐️ Brownie estará disponível para adoção 😍 📷 @adriana.barbosa1
#adote #adopt #srd #viralatacompedigree #animals #dog #doglovers #love #brownie #projetopetvan #protecaoanimal #euajudei
Na een super leuke tijd met mama en Izaak zijn ze vandaag weer vertrokken bij mij vandaan. Ik ga ze missen! We hebben afgelopen week nog echt even genoten van de momenten die we samen hadden. Zo zijn we deze week nog uiteten geweest bij Di Gadri, een restaurant naast Fort Zeelandia met uitzicht op de rivier. We zijn bij Souposo geweest waar ik heerlijke pindasoep at en de volgende dag (ja, we zijn er twee keer achter elkaar geweest want het was zo lekker…) een pompoensoep. Een te chille ijskoffie als dessert en we waren weer helemaal gelukkig. Dinsdag gingen we met iedereen naar de bioscoop vlakbij de Hermitagemall. Op dinsdag kan je voor maar 13,50 SRD (nog geen 2 euro) naar de film. We kozen ‘Jungle Book’, die leek ons wel toepasselijk nadat we allemaal genoten hadden van de jungle. Het was geen foute keuze, de film was prachtig. En toch even extra leuk vanwege het prijsje…hihi.
Gisteren aten we (met zijn vieren, Lorien ging gezellig mee) bij Mirosso, een restaurant in de wijk Blauwgrond. Blauwgrond is best een eindje met de taxi rijden, maar wel heel erg gezellig. Mirosso is een Indonesisch restaurant en nog niet eerder aten we zulke lekkere rijst, nasi en bami. We bestelden er gezamenlijk nog een Gado Gado bij, baka bana en ook loempia’s ontbraken niet op de eettafel. Mama dronk voor het eerst Dawet, een zoet Javaans drankje. Het was echt een geslaagde laatste avond in Paramaribo voor mama en Izaak.
Na het eten gingen we met z’n drietjes naar het huisje waar mama en Izaak de laatste week verbleven. Een heeeeel klein huisje tussen de bomen in Meerzorg, aan de overkant van de rivier. Ik schrok me rot toen ik zag dat de muggen zelfs in de klamboe zaten. Ik besloot niet in dat bed te gaan liggen, maar mijn nacht door te brengen in de hangmat met klamboe. Daar was ik veilig. Mama had de ramen open gezet en de ventilator aan, want ze had het veel te warm. Ik daarentegen werd steeds wakker vanwege de…kou. Ja, echt. Vermoeid stond ik op en hielp mama met inpakken. In no time zat alles in de tas en waren ze klaar.
Nu moet ik het weer zonder moesje doen! Dat lukt hoor! Ik ken de stad inmiddels zoveel beter, weet waar ik naartoe moet op de fiets, ken de weg, leer hoe ik met de taxi-chauffeurs moet omgaan en welke restaurants het lekkerst zijn. Ook heb ik geen last meer van de warmte en geniet ik elke dag. Ik besefte me dat ik bijna op de helft van mijn tijd hier zit. Het gaat (te) snel. De komende zes weken zal ik blijven genieten. Dat kan niet anders!
In developmental science, researchers face a tricky balancing
act. On one side, there are psychology’s inflexible ideals
regarding what constitutes good work. By modeling their field
on an idealized conception of scientific research in the natural
sciences, psychologists have produced an unforgiving culture
in which experimental designs must be flawless and statistical
significance must be achieved. On the other side, however, is
a room full of infant subjects perpetually riding the razor’s
edge between a stormy tantrum and a sound sleep.
David Peterson (2016) The Baby Factory: Difficult Research Objects, Disciplinary Standards, and the Production of Statistical Significance
Four Horsemen Present: Young Character Options This pdf clocks in at 15 pages, 1 page front cover, 2 pages of SRD/editorial, leaving us with 12 pages of content, so let’s take a look! This pdf was moved up in my review-queue as a prioritized review at the request of my patreons. We begin this pdf with several observations regarding how childhood in a quasi-medieval setting would look like –…
This was originally posted as an update to the Pugmire Kickstarter.
Hello, good dogs! It’s been a couple of months since the Kickstarter ended, and I wanted to give you an update on where things are with me. March and April was preparation work, including:
Working out logistics with Onyx Path and Earplay
Initial design discussion with Dave Grossman on the Pugmire Earplay design
Getting demos from interested voice actors for Pugmire audio drama and Earplay
Reviewing the 5e OGL (good news — it’s virtually identical to the one in Early Access!) and adjusting some text based on what’s in the 5e SRD (mainly using some terminology I thought I wouldn’t be able to use, like “advantage,” “disadvantage,” and “proficiency”)
Writing a style guide for Pugmire RPG and fiction products (a Pugmire audio style guide will come later)
Writing the outline of what I want to do for Pugmire, and bringing a couple of writers on board to help me out
Building up a roster of existing and upcoming characters within the world of Pugmire, including backer characters
Making some revisions to the system based on Early Access feedback and playtest data
The last one is a bit odd. I spent a chunk of April just focusing on incorporating some fixes and adjustments, smoothing out some rough edges so I can use the rest of the time on the first draft adding new material. Here’s a list of some of the changes I made:
d20 rolls are now divided into three groups: ability checks (for abilities), attack rolls (for attacks), and saving throws (to resist effects) — this is mainly to clarify that modifiers to one kind of roll don’t apply to all rolls
Some dog families have moved around between breed groups to more accurately represent their real-world counterparts
Tricks are undergoing errata revision — for example, Bypass now has a Wisdom saving throw to detect traps, instead of requiring active use, and Unarmored Defense is revised to use Dexterity instead of Strength — but some tricks will be more heavily revised
“item aptitudes” are replaced with various aptitude tricks (Simple Weapon Aptitude, Martial Weapon Aptitude, Masterwork Weapon Aptitude, Light Armor Aptitude, Medium Armor Aptitude, Heavy Armor Aptitude, and Shield Aptitude)
Weapons and armor statistics have been updated, based on playtest data
Proficiency bonus now increases every other level
Resting is now an hour, not ten minutes
Players can “interrupt” and immediately take a turn by spending fortune
The Guide can add fortune to the fortune bowl to get the benefits of “spending” fortune on behalf of non-player characters (including interrupting)
There may be more changes as I continue to work on the first draft, but those were areas that I knew I wanted to make some updates. Two areas that require more substantial changes are the spell system and enemies. Those are going to be completely reworked, and I’ve hired two talented people — David Bounds and Rob Wieland — to help me with them.
The majority of the feedback I’ve gotten were that spells are confusing, have some specific issues, and don’t differentiate between artisans and shepherds very much. David has some ideas on how to not only fix those concerns, but also build a structure that will extend better to future products (including some very early ideas of Mau necromancy). I won’t share any details right now, since we’re still deep in the realm of discussing design, but I think it’s going in a good direction. Meanwhile, I want a nice, flavorful selection of enemies and other non-player characters for the first book — things that are evocative of traditional fantasy games, but still have that unique Pugmire spin. Rob and I have already kicked around a few ideas, and I’m really excited by what he’ll bring to the table.
I’ve also been deciding on the nature of the world around the kingdom of Pugmire, and Rich has created this beautiful map. It’s not the final version, but I already love how it’s turning out. Here’s a look at where it’s at right now!
Finally, some people have asked about the status of other products with words in them. Right now, everything pretty much requires the first book to be finished before we can move forward. That’s the book you backed, and I want to make sure it gets to you in good time, but any subsequent products also needs to build on this material, so I need to focus on it. I’m hoping that I can get started on some of the additional products (like the anthology) once I have at least a complete first draft. Earplay is a bit of an exception, because we’re breaking completely new ground with that. It requires more of a lead-up as we sort out the logistics of making a whole new thing, but even that probably won’t start in earnest for a couple more months.
That isn’t to say I haven’t been thinking about future products. Aside from the stretch goals we committed to, there are at least four more we’re considering, and I’m in preliminary talks on some other very interesting possibilities. But that’s all down the road, and it all comes after we get this first book done.
I’ll have some more bits to share with you in June!
Long story short: there’s been enough ‘meh’ in response to Mage in Black that I’ve decided that after Eclipse Phase is over, the Friday campaign shall be set in Planescape. The rules are likely to be Pathfinder due to the ease-of-access through their online SRD sites.
And so begins brainstorming campaign seeds, here’s a few of the initials ones I have…
Trench Warfare: Portals between Pandemonium and Acheron enable a huge war between Gruumsh & Maglubiet. Players are trapped in the middle, with an increasing series of artifacts being captured between the two sides like a violent form of hot potato. They can be drafted, evade the draft, forge an empire in blood, marry the hobgoblin princess…
Casque of Pandemonium: The Bleak Cabal’s HQ in Sigil has a wing in the Madhouse with portals that extend into Pandemonium, an entire planar metropolis known as the Casque. It’s a dark & loud urban environment that legitimately doesn’t have a group of high-up berks ruling the place with an iron fist. The only light comes from naked women with glow sticks, and the level range of your urban adventuring scales with the neighborhood you choose to move into.
Rollers: You have a key ring for the prison planes of Carceri, and you travel between cells in adventures like you’re in an episode of Sliders. Of course, such a treasure is only for authorized personnel, which means wacky Demodand hijinks.
Beware the Leopard: You want to change your registered employment, but the red tape ends up sending you into the Kafkaesque nightmare that is Baator’s bureaucracy. Pencil-pushers don’t lose your forms in the mail, and will tell you exactly what you need to do to get things done in a system designed by super-geniuses to make life as uncomfortable as possible.
Boot Alp: Finality, Dis, the Bronze Citadel. There are many cities in Baator, but they are finite pillars of civilization in an infinite plane of Law & Evil, which leaves someone needing to maintain Law out in the frontiers where Pit Fiends can’t be bothered to roam. There’s a new sheriff in town, and they have better than the Elite Array, which they’ll need to handle the gnolls coming in at the behest of the hyena ranchers.
The Jeweled Nether: Pirates of the Seven Shores of the River Styx! Set sail through the Abyssal waters for those with an evil eye for the exotic.
Travel the Planes, Meet Interesting Fiends, and Kill Them!: You have joined the Yugoloths as part of an elite squad of problem-solvers (Charlie’s Corollary: no problems, no customers) with an understanding of discretion.
Giant Frog: You are a team of magical girls giant frogs on a mission to protect Xaos from the diabolical forces of…eugh, Law.