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It is something about which stories can be told, but in the genesis of the moment it is not a tale being told. It is a fact that is transpiring.
A plot is a sequence of events: A happens, then B happens, then C happens. In more complicated forms, the sequence of events might fork like a Choose Your Own Adventure book, but the principle remains the same.
A situation, on the other hand, is merely a set of circumstances. The events that happen as a result of that situation will depend on the actions the PCs take.
For example, a plot might look like this: On their voyage they will spot a derelict. They will board the derelict and discover that one of the villains has transformed into a monster and killed the entire crew… except for one lone survivor.
They will fight the monster and rescue the survivor. They will be intercepted by a fleet of Tharsian ships.
Once their tale is told, they will be greeted in Tharsis as heroes for their daring rescue of the derelict.
Following a clue given by the survivor of the derelict, they will climb Mt. Tharsis and reach the Temple of Olympus. They can then wander around the temple asking questions.
This will accomplish nothing, but when they reach the central sanctuary of the temple the villains will attempt to assassinate them.
The assassination attempt goes awry, and the magical idol at the center of the temple is destroyed. Unfortuntely, this idol is the only thing holding the temple to the side of the mountain — without it the entire temple begins sliding down the mountain as the battle continues to rage between the PCs and villains!
This is derived from an actual, published adventure. Names and milieu have been changed to protect the innocent.
Bonus points to anyone who can correctly identify the original source. A situation, on the other hand, looks like this: One of the villains transforms during the voyage into a terrible monster and kills the crew, leaving the ship floating as a derelict outside the coastal waters of Tharsis.
At such-and-such a time, the ship will be spotted by the Tharsis navy. The other villains have reached the Temple of Olympus atop Mt. Tharsis and assumed cover identities.
Many people are intimidated by the idea of prepping without a plot. It seems like a lot of work. If the players can do anything, how are you supposed to cope with that?
What if they decide to ride down the coast? What if they roll poorly on their Perception check? What if they just sail past it?
What if they fail? Or choose to flee before realizing the survivor is there? What if they decide not to pressure an injured man?
This is the hook into the entire scenario. What can the PCs do there? In the plot-based design, this is one of the failure points: They either question the survivor or they have no way of knowing where to go next.
In situation-based design, you would use the Three Clue Rule and figure out two additional methods by which the PCs could reach this conclusion.
Take a closer look at that list. With the exception of 6, those are all things that you also needed to prep for your plot-based design.
And even 6 is one-third complete. Plot-based design, on the other hand, is like handing the players a map on which a specific route has been marked with invisible ink… and then requiring them to follow that invisible path.
Here are a few things to consider while doing situation-based prep. Basically, the Three Clue Rule states: For any conclusion you want the PCs to make, include at least three clues.
The Three Clue Rule can also be applied to adventure design in general: For any given problem in an adventure, you should always prep at least one solution and remain open to any potential solutions your players may devise.
The solutions can be as simple as 1 knock him out and take it; 2 negotiate with him for it; or 3 sneak into his office and steal it. The convulution of the scenario arises from the way in which a series of problems are overcome.
It might be nothing more than a sequential list of objectives. Or it might be a detailed timeline. They might just be going about business as usual when the PCs decide to show up and make a mess of things.
My players should not click that link. The basic structure of contingency planning is: If the PCs interfere at point X, then the bad guys do X2.
If the PCs interfere at point Y, then the bad guys do Y2. If the PCs interfere at point Z, then the bad guys do Z2. Even more importantly, if the PCs do interfere at point X then point Y and point Z will generally be fundamentally altered or even cease to exist — so all the prep work that went into Y2 and Z2 is also wasted.
This is where situation-based prep usually gets maligned for requiring more work: People think they need to try to prepare themselves for every conceivable action the PCs might take.
You can just react. In order to react, you need to know your toolkit. If the PCs start investigating Lord Bane, what resources does he have to thwart them?
You might also know that he has an estranged wife and two sons. These are all types of personnel. These are all physical locations. And just like a real toolbox, you should have some idea what the tools are useful for.
You know that a hammer is for nails and a screwdriver is for screws. Similarly, you know that the goon squad can be used to beat-up the PCs as a warning or to guard the bolt-hole.
Maybe they just ask her nicely. Or offer to protect her. Or they plant a surveillance bug on her. Or tap her phones. These are all nails. The players will provide them.
The other trick to designing your toolkit is organizing the pertinent resources into usable chunks. Take the goon squads for example: You could try to track the actions of every individual goon while running the adventure, but that quickly becomes incredibly complicated.
By organizing them into squads you give yourself a manageable unit that you can keep track of. Plenty of great games have been run with tightly or loosely plotted scenarios.
But I think it has more to do with the fact that the players are actually pretty good judges of what they want. Overcoming adversity is awesome as well.
On the other hand, the advantages of scenario-based design are huge:. The latter really cannot be emphasized enough. For me, the entire reason to play a roleplaying game is to see what happens when the players make meaningful choices.
In my experience, the result is almost always different than anything I could have anticipated or planned for. The magical creativity which only happens when people get together.
The Twin Deaths of Thuren Issek are particularly awesome. Others, of course, will immediately take to it like a fish takes to water.
Explain where the disconnect is happening. Tools, Not Contingencies Gamemastery I particularly liked your Plot essays.
As time went by and I learned from my mistakes and learned to feel the party and cater to their tastes, I slipped into a method that worked.
That was just having an idea of what the major crisis in the world was, a few key people involved, and just let the players go weaving the story around them as they went.
Most things were on the fly with a few notes and I never looked too far beyond the next session. Dealing with the situation at hand proved to be require much less work and kept the flow of the game natural.
I can do that on the fly, if necessary. Things can change, especially when you tend to leave the game open. They might become more interested in other things, in which case I keep track of the villains doings after the group abandons their quest.
In a long running campaign, they might run into the issue and that always makes for some memorable gaming. Saturday, July 17, , 4: This article rocked, by the way.
Gave me a lot to think about. Friday, March 27, , 4: Its use seems to cause a lot of misconceptions. I agree that knowing what your players want is an important part of prep.
Your ability to anticipate their likeliest courses of action allow you to focus your own attention. The world is not as rich as I would like it to be.
Friday, March 27, , 9: As I said, knowing your players and their characters is key. Knowing what sort of experience they want and being able to deliver it are your job to them.
If I was to run that game anyway, both players and GM would have been disappointed. Instead, I ran something entirely different and somewhat more pedestrian , which is exactly what they wanted.
Tuesday, March 24, , 1: For me to make […]. This is actually something big and complex enough to write entire articles about, but I hope to get the central point across in a single paragraph.
Retrieved April 7, Retrieved October 23, Retrieved April 12, Retrieved June 12, KOTOR downloadable ahead of back-compat launch". Archived from the original on January 7, Retrieved April 16, Retrieved April 10, Takedown - Xbox Live's Major Nelson".
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Video gaming products by Microsoft. Xbox on Windows Phone Zune games. Retrieved from " https: Backward compatibility Video game lists by platform Xbox games Xbox games.
Sometimes text on menu options and buttons will be replaced by text from a similar object on the same screen. Rise of a Soldier.
Amped 2 Tenku 2 JP. After the first level voice audio doesn't play during game cinematics. During the opening cinematic there is some audio and video choppiness.
Bass Pro Shops Trophy Hunter The aiming reticule is surrounded by a box. The snowmobile suffers from a partial lack of collision.
Rise of Sin Tzu. Electronic Arts , Lego Interactive. Characters may spin around in a different direction randomly during cut scenes.
When receiving a new ability graphical effects do not display correctly. Buffy the Vampire Slayer. Buffy the Vampire Slayer: Pressing Start on attract mode will cause the game to boot back instantly.
When playing split-screen races and on tracks with snow and rain effects performance slows down. Cabela's Big Game Hunter Adventures.
Cabela's Dangerous Hunts 2. Dark Corners of the Earth. Bethesda Softworks , 2K Games. During the prologue stage a green dot appears and will remain on screen while walking down the last set of stairs.
Call of Duty 2: The Chronicles of Narnia: Colin McRae Rally While on the main menu there is some texture flickering in the background image.
Before the start of a race graphical artifacts appear on text on screen. During single and multiplayer races there are minor performance drops.
Loading screens will not appear, occasional system hangs during gameplay and local multiplayer. Effects such as dust and smoke will not render correctly.
The game crashes when entering the Dung Bettle dungeon. The Wrath of Cortex. Random cut scenes display a static image while audio plays normally.
There is an occasional crash during the loading screen. High Road to Revenge. Crouching Tiger, Hidden Dragon. The Da Vinci Code. The sky is corrupted in the Attract Mode.
There is also a random performance drop during gameplay. Dead or Alive Ultimate. Flickering during third helicopter fight on mission 6.
Temporary performance drops on stage 7. Digimon Rumble Arena 2. Drake of the 99 Dragons. The following issues occur during Xbox Live matches; controller sometimes fails to viberate outside of the strike zone, logos on player uniforms sometimes flicker and occasional choppy animations when video mode is set to i.
A Fistful of Boomstick. Family Guy Video Game! During three-person split-screen, there is graphic distortion and loss of control. Frame rate drops during the second mission, and there are visible texture seams while riding the zipline in the mines.
When using a melee attack after transformation, the knife audio effect plays. The checkpoints do not save when running in PAL Tecmo , Microsoft Studios.
The audio and video are not synced in the cut scenes while there is minor flickering in the cinematics.
There is a performance slowdown during gameplay when there is a significant number of objects on screen, and the floor texture is missing in the Pier 15 area of Chapter 3.
In Chapter 4, there is a texture dropout in the cut scene. In Chapters 4 and 5, the unlockable concept art videos do not play. There is a small vertical dotted line distortion on the right side of the heads-up display.
Destroy All Monsters Melee. Grabbed by the Ghoulies. Video output is too narrow on VGA with x resolution.
This can be remedied by selecting a different output resolution. Greg Hastings Tournament Paintball.
There is audio choppiness in videos under the bonus unlockables, and on the extra videos at the end of an episode. Screen corruption in attract mode after console has been idle for a long period of time.
Performance problems while playing on the Backwash map. Occasionally observe "ghost" images displayed on screen. To workaround this issue return to the Xbox Dashboard and restart the game.
Halo 2 Multiplayer Map Pack. Harry Potter and the Chamber of Secrets. Harry Potter and the Goblet of Fire. Harry Potter and the Prisoner of Azkaban.
An occasional hard lock occurs when switching to cut scenes. Occasionally, enemies will become stuck in a loop or just stuck to the environment.
An Xbox version was planned but never released however this title is included on Microsoft's official backwards compatible list.
Major League Baseball Rise of the Underminer. Indiana Jones and the Emperor's Tomb. Jet Set Radio Future. Vivendi Universal Games , Konami. Text still appears when scrolling through the upgrade menu screen.
There are performance drops during game play. There are some texture issues. Kelly Slater's Pro Surfer. The King of Fighters Neowave.
The Legend of Spyro: Eidos , Giant Interactive Entertainment. Lego Star Wars II: The Fight for Fame. The Lord of the Rings: The Return of the King.
The Gathering — Battlegrounds. Rise of the Imperfects. The Fall of Max Payne. The thumbnail map does not render. There are random system hangs preventing progress that occur during the China campaign.
Mega Man Anniversary Collection. Glitch in the System. There is text corruption throughout the game in the menu, gameplay, pause, and other screens.
Engine sound effects play louder than normal setting when at higher speeds. Engine sounds crackle and cut out during races. The option to assign keys to the Right Trigger in the Settings menu is missing.