There was plenty of puzzles in Thief, but only one of them was interesting. Otherwise they were just poking around and moving stuff around. This one was found in a house that wasn’t very big, but took time to navigate due to moving walls. This one is in the basement. Its in the Clockwise sidequest, where you need to locate a part of an automaton for a mad inventor of sorts.
I guess this one can be completed in the very same manner, but I didn’t want to do that. Instead I approached it differently.
Here’s what the puzzle looks like:
The idea is that in the beginning each of the pieces is in the outer position. When you push a piece in or pull it out, each piece next to it also switches position. You need to get all pieces in.
I found a five move solution, but I was wandering whether less would do. I doubt it, though. My solution after the break.
The last time that I blogged about our ongoing campaign one of the characters was possessed by a demon and left to rot in the basement of a cabin. We followed up at the next time with the introduction of his player’s new character The Professor.
This time the introduction was successful. Introducing new characters might be a little problematic at sometimes (later on that matter) but this worked. I asked the players questions to tie the professor into their group and help to explain why they would trust in him. The players redistributed the Trust they had to his predecessor and some even gave the new guy some Trust.
During this session I was kind of hoping we would get closer to the goal of the campaign – finding the lost (and cursed) gold treasure of the characters’ ancestors. I was however prepared for a bit of side-roading as I knew there was an old manor between them and their goal.
I’m totally the wrong person to review PC games, because I don’t play a lot of them. I have, however, played through the previous Thiefs multiple times and on all difficulties, so I from that angle, I am the right person to review this.
This is based on one playthrough on the lowest difficulty level. I finished all the chapters, played a couple of them twice (because of reasons I’ll get to later) and finished all the sidequests. I have 21 achievements out of 37, but these include finishing the chapters.
Also, I was more than a bit under the weather when doing this, so that might have an impact.
Also, spoilers. Nothing major, and I’m not giving away anything gameplaywise, but still, some minor story spoilers.
This post will not be about finding inspiration. It will however be about the current state of my inspiration.
Some time ago I started a new Warhammer Fantasy Roleplay (2nd edition) campaign. All went well and we had a blast at the first time. Then we were looking for the second session and hit some bumbs while picking the date. Nothing too big on its own. But at the same time we had major issues with the security of our domain being breached. The only major outcome of this was the we lost our wiki.
1. A travel or journey, especially by foot, notably by a pilgrim.
Search your library for up to two basic land cards, reveal those cards, and put one onto the battlefield tapped and the other into your hand. Shuffle your library, then scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
Peregrination is the latest ramp card, this time from Born of the Gods. The question here is pretty obvious: Is the higher mana cost really worth one more mana?
Last time we played Pauper, there was a Vizkopa Guildmage on the field. I had thought about using her as well, but didn’t want to step on anyone’s toes, so I didn’t. Still, this could be a truly repressive deck, so I thought I’d just design one, since this seems like an interesting choice for a general. However, this is Pauper and that means we don’t have that much room to maneuver.
This is probably a video you should probably watch (note: you should probably either watch this before using the “more” link or just use the link and watch this after that, because the page is going to reload):
Its about a study of people playing Monopoly, who are given advantages over the other players, and how it affects their behavior. Its very interesting. Apparently they can’t distinguish between being actually good and just getting a free win because of the advantage they are given.
More on the subject here.
The thing is, this isn’t only about games, but how people view the world based on where they started.
Historically, in Magic, two drop creatures are usually the most efficient. There’s a reason people play maindecked Spell Snares in Modern. Some examples: Snapcaster Mage, Tarmogoyf, Spirit of the Labyrinth, Meddling Mage, Putrid Leech, Scavenging Ooze, Pack Rat, Dark Confidant, Baleful Strix, Thalia, Guardian of Thraben, Arcbound Ravager, Quirion Dryad, Lord of Atlantis and its ilk, Young Pyromancer, Precinct Captain and so forth. This is only what I can come up with from the top of my head. Sure, there are creatures with other casting costs, which are definitely good, but two just seems to be the sweet spot.
What can we do with this information? Well, the title of this post says pretty much: if all our creatures are of the same casting cost, we can bring them all back with Immortal Servitude and since we don’t want to go too high on the curve, two is a good spot to put all our creatures in. So, now the question is, what do we use here. Since I tend to go with monocolored decks, we can choose either white or black as our color. So, the first step is figuring out all the creatures we can use use in standard:
Back at University a teacher of mine used to call UNIX scripts spells. I guess that’s pretty much right. A series of unpronouncable words and strange symbols, which actually do something, but often its hard to see what actually happened and the results can be as incomprehensible for the layman than the commands themselves. Sounds like magic to me.
(I’m not even bringing up Clarke’s third law. Except this much.)
Purphoros, God of the Forge deals damage to opponents when a creature enters the battlefield under your control. Also, it can pump the power of all your creatures. Just a quick look over at all the red cards available in standard and we can find plenty of help here.