Decker Role Playing Game (DRPG): Hybrid of TCG and Tabletop RPG and Eurogame (board games)

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Interestingly according to wikipedia a "Tabletop RPG" actually doesn't need a table!  Apparently the most important parts of the genre is "spoken word" and Dungeon masters.  Never mind the contradiction that the word "tabletop" doesn't evoke the notion of a spoken word game or necessity of a dungeon master.  I will let them have the designation of tabletop though since they popularized the term and decided to define it in a strange way.

So I need to come up with a term for what my RPG is.  I will call it a "Decker RPG".  This arises from the uses of decks of cards to play.  Decker RPG's require quite a few things, among them a map (gameboard), a player inventory, a spellbook, character sheets (preferably dry-erase), a rulebook/rulesheet, and deck(s) of cards.  These cards include anything or everything from spells, to equipment, to food, to monsters, and more.  Decker RPG's can also be multiplayer, or a MMDRPG (massive multiplayer decker role playing game).  They can also be automated or partially automated using programs to determine probabilities and/or other systems.  Many DRPG's will seamlessly scale for more players, up to as many as a map can sustain.

DRPG's do not need a Dungeon Master.  A DRPG is designed to have everything needed for a self guided role playing progression experience.  This is facilitated by a game board that can be open world or guided.  Rules set out when encounters happen by using dice rolls.  The encounters themselves are also guided by rules and chance; which rules are designed by the game designer (can be modified as well by the player).  No external intelligence like a DM is needed to evoke or guide encounters or narrative as the game itself was designed to do this.  That said a DM could be used to play the NPC's and/or roll dice and/or keep track of data in the game if desired but this is not required and can be done by the player themselves since the rules guide the npc's stats and skills, and chance dictates what they do.

DRPG's are designed off of computer games in that they offer a complete experience to one or more players including one or more of the following: quests, narrative (which can be included in quests), progression, items, spells, skills, and monster spawning and/or anything else.  Monster spawning can be regulated with timers for guided games or preferably "breadcrumbs" for open world games.
Breadcrumbs are indicators that a character has traveled to a spot on the game board previously.  In an example, a player would have 10 numbered breadcrumbs.  Every time a player moves to a spot on the map they leave a breadcrumb.  When the player has left 10 breadcrumbs they recycle, the next spot they move they take the first breadcrumb they left at the beginning and move it to the spot they just left, and so on, so the breadcrumbs fill the last 10 spots the player was. 

Certain mechanics can be used with these breadcrumbs, such as no monster encounter can happen when traveling onto a spot that contains a breadcrumb.  Breadcrumbs can be color coded to a player in the case of multiplayer.  Breadcrumbs need not be left if occupying a spot that had a breadcrumb left previously, possibly including if there is a breadcrumb left by another player.  Timers can be used in place of or in addition to breadcrumbs.  Preferably timers would be used for guided game boards where the player rarely if ever journeys to the same spots, and breadcrumbs for open world games.  Timers can also be used in open world games especially for special spawns like bosses that would not respawn as fast as other monsters.  These are preferable ways to create "spawn mechanics" in a open world DRPG.

Decks of cards would include monsters of different types and difficulties, items including gear that can be purchased or found or crafted, food and drink,  spells and/or skills, etc.

A spellbook and player inventory would have spots to "stick" or place cards.  Preferably cards would stick somehow to these sheets/boards so they can act as a visual indicator.  There can also be a place to store excess cards that are carried by the player but are not currently in use; ie: non-memorized spells, unusable items like crafting ingredients, or items that overlap currently occupied gear slots, like extra breastplates when you are already wearing a breastplate.  A "weight" mechanic or a strict carry limit can be used to prevent the player from hoarding items.

Monsters would be created for each encounter using rules.  For example we can say that every moster is the same level as the player.  This makes sense because in a computer game the player would journey to areas of monsters that are the same level they are.  Our game does this for us automatically, but if the game is large enough they can copy computer RPG's and have set area's with set levels of monsters.  But preferably every monster is the same level as the player, or approximately the same level including random variation.  Dice roll (which means any way to randomly select) and/or location on the map determines which monster type you face.  Rules dictate for each type of monster what thier stats will be at thier given level.  Say a rule says that for a black bear it gains 2 ability and 1 wisdom per level.  So if you are level 10 and fight a black bear, the bear will also be level 10 and have 20 ability and 10 wisdom.  You play the turns of the enemy and also play the turns of your own character in rolling dice and/or recording hits, and/or whatever else.
That is pretty much it for now.


Feeling or sense of Impending Doom may be from Gram Negative gut infection possibly fusobacteria

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People who had the plague were known to have this symptom, so the sleeping sickness might cause the feeling.  Also perhaps animals can trigger this sense in others.  The sleeping sickness was likely hantavirus and is caused by infection of Gram Negative gut microbes, often the ones causing appendicitis.  Garlic should be tried to cure it.  Fusobacteria seems to cause appendicitis so that may be the culprit.  Fuso has high sensitivity to garlic.  Anthrax bacteria also is a possible cause of sweating sickness and that is bacillis anthracis which also is killed with garlic.  Basically any possible reason for impending doom feeling will be fixed by garlic.
Fusobacterium also may cause ulcerative colitis.
Fusobacterium cause night sweats.
I know garlic cures night sweats, I took it and it did it.  I thought since this was the case that it was mycoplasma that caused night sweats but could have been fuso.  Turns out night sweats can also be caused by tuberculosis (mycoplasma) so perhaps both myco and fuso are very similar cause similar symptoms and also both are killed with garlic.
Nutmeg is an anti-cholinergic and can also cause sense of impending doom see above link.

If you do have the sweating sickness and you found this page, take garlic and activated charcoal (at different times since the charcoal will prevent garlic from working).  Charcoal stops fever and nearly all virus replication since it takes place in the gut.


Why Games Suck: Even starry eyed developers fall prey to these bad ideas

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Games used to be good.  Look back to the release of Everquest, Diablo 2, Starcraft, and many more.  The late 90's and early 2000's were the golden age of games.  Why were they so good?  It was a few factors coming together.  But before we can explore that lets see what game studios are doing wrong in 2020.
Quality Assurance Testers are underpaid and under recruited.  You might think, as all game developers do, that testers are just gamers that get to play games early and give feedback.  This is wrong.  Do you know what type of person a true tester is?  An Engineer.  Engineer's are the people with tester mentality.  An Engineer's mindset is "Don't Trust, Do Verify".  This makes sense because if a Bridge wasn't at least Theoretically Tested before built people would die.  Have a great idea about a new building design?  Great but an Engineer is going to test the idea to make sure it won't collapse.  Have a new design for car airbag?  Great, but an Engineer will Characterize it to tell exactly how much gas it produces and how fast.  Engineers are testers.  Testers are the most important part of a successful product.  This is why they get paid so much.
Now game companies treat testers like 3rd class squalor.  Any surprise when every new game launches as a buggy mess?  Game companies don't take testing seriously and it shows.  The fastest ways to loose players isn't a lack of story or too few quests, it is when your game is literally not working.
Design God syndrome.  Game development companies have this notion that "Ideas are great, but it is your ability to implement that is important".  Basically game studios don't want actual Designers, people who vet ideas and tell you what the possibilities are for the game, they want doers - implementers.  It is great to have doers and implementers, but those sort of people are not actually designers.  They hire for a "Game Designer" position but in reality it is a "Game Maker" role.  Designers sit and brainstorm all day, not crank out game content under deadline via Monster Energy.
The only real designer in a game studio is the "lead designer".  This privileged person is the only one who is a true designer and concerns themselves with what direction will be best for the game, whether or not the game needs a crafting system and what type should it be, should food be in the game and if so how should it function, etc.  One out of four people are the designer type, and for there only to be one true designer on a team of 50-500 people is a huge oversight.  No one person can truly see every angle to make sure the game is doing everything it should be, and doing it right.  This is why Game Design is seriously flawed, and games often struggle with trying to cater to both casuals and hardcore players; they end up doing both wrong because one person can not hold every perspective that the community truly has.  Even lumping all gamers into 2 categories is flawed and comes because a single designer can't parse out all the intricacies of the playerbase.
So game studios are left with only Makers and Promoters.  So testers and designers are out, makers and promoters are in.  The makers fill every roll from programming to "game design" to IT, to artists.  Promoters fill every other roll like Advertising, marketing, community management, fundraising, etc.  So instead of a well oiled machine, you have a stunted and disjointed hot mess.
So now you see so many people who are fed up with modern day game failures and think that they have "just the idea" that the game industry is missing - call it being too casual friendly, or not having a certain feature, that they get lured into making the exact same mistakes that got modern day companies in the design hell that they are in.  Anyone who thinks fixing a problem that arose because only one designer was allowed to design, and think they are the only designer who has the idea to fix it, will just perpetuate the cycle.  It is only when we take everyones gifts seriously and let them have an equal impact on the game and value people that design and test, will we have games that actually are good again.
So how did studio's in the late 90's do it?  Firstly they were designed by the community.  There was no one with a "grand vision" of how computer games should be designed.  Everyone was players of Card games and Tabletop games so everyone had ideas on how to implement those ideas into games.  No person thought their ideas were the best because they realized they didn't have all the ideas and they were basically at the same level as everyone else.  The entire community of employees designed these early games.  Games also took testing much more seriously.  Games didn't have alphas and betas and day one patches, Games had to release polished or else no one would take them on to sell them.  In that day computer users were serious people, a decent computer cost today's equivalent of around $4000.  The price of entry was great, and top tier games were supposed to be masterpieces.  There were no "updates" to games as a rule.   A studio simply wouldn't release a game unless it was thoroughly tested.


Cellulose nanocrystals as emulsion enhancers for essential oils and hydroxyapatite

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So while looking for ways to prevent my essential oils from evaporating so fast in TEEF powder, I stumbled upon cellulose here from Lassaad Hadhili.  He said that Cellulose is a fixer of essential oils.  This makes sense that cellulose can absorb essential oils and hold on to them to some degree.  Also other scientific papers like this one show that cellulose nanofibers can work to hold onto essential oils.
This is quite interesting since I have been studying and making cellulose nanocrystals for Give Coin and it just so happens I can also use them in TEEF powder.
My HAPPEN (Hydroxyapatite peroxide emulsified nanoparticles) idea can integrate cellulose nanocrystals (or just regenerated cellulose nano or micro spheres) to help it emulsify and also hold onto the essential oils to be delivered while brushing.
 Also the cellulose nanocrystal solution (since it is made as a gel in water) once neutralized could be added to nano hydroxyapatite powder when hydrogen peroxide is added in order to help start emulsification of the nano hydroxyapatite at this step and may help the cellulose to dry during that process.
I also plan to add a tiny bit (like 0.5g per batch) of some form of phospholipids, some include concentrated lechithin, phosphatidylserine (may be made from cow brain, careful), or hydrogenated lecithin.
Phosphoric acid derived cellulose nanocrystals may help support remineralization


Tooth pain decoded: Have a cracked tooth? Natural remedy

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 Tooth pain seems to originate from one of 2 types of bacteria.  First is anaerobic, and second is Lipophilic.
I think anaerobic pain is from gas produced inside the tooth and the pressure it causes.  This type of pain can be overwhelmingly severe!  This pain is helped with coldness.  To fix, use peppermint essential oil.  Cinnamon essential oil should also work.  These neutralize the bacteria responsible.
The lipophilic pain seems to get worse upon eating or using oil based products.  Also sugar seems to make it much worse.  The gum might be sore next to the affected tooth.  To cure use lemongrass essential oil, also orange essential oil, frankensence also helps and to a lesser degree patchouli.  This bacteria, serratia, also seems implicated in causing cancer.
To apply these oils what I do is take a cotton swab and drop out essential oils on it till it is ready to drip.  Then take this and put it on the cracked tooth.  Next rum the swab on the sore gum near the tooth.


How to make crystalline nanocellulose with phosphoric acid

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10mL (or more) 85% Phosphoric acid
1 cotton ball (0.5g)
Glass beaker

*edit this produces regenerated not nano cellulose*
Place the cotton ball into the phosphoric acid in the beaker.  It helps if the cotton ball is shredded into fine pieces by hand so it stirs in well.
Get the beaker hot to the touch (45-65c) and stir constantly (with a glass rod or porcelain spoon)
In about an hour you should have a clear liquid.
 Add about 10x volume (100mL) of distilled water (or any water will probably work)  stir.  You should notice a white milk.  If you get clumps you have a problem.  You want a perfect white milky suspension.
 Centrifuge this down.  discard supernatant.  Mix in new water and centrifuge again.  Keep doing this step until the pH is neutral after you resuspend, about 5-6 times.  Resuspend all pellets in around 10ml of water and transfer to beaker to homogenize or sonicate.
You can sonicate  or homogenize the sample to get the nanocrystals to disperse.  A commercial blender might also work, especially if surfactant such as lecithin is used to help.  Also something like nano hydroxyapatite may also help.
Dry to a powder if desired by placing in an open dish and putting a fan blowing on it.  A final centrifugation might be helpful before doing this.  When dry grind to a fine powder in a mortar and pestle.
A final treatment with hydrogen peroxide might help break up the crystals/fibers even finer.  After peroxidation dry by fan, and grind to a fine powder in mortar and pestle.

Method adapted from here:

Removed steps:
 dialyze to neutral pH.  This is putting the solution in this tube (cut a ft long piece and tie off one end, place the liquid in, then tie off the other end and place in a big beaker of water) and letting the hydrogen ions (acid) diffuse out into the liquid it is sitting in.  Heat may be added to speed up the process.

Phosphoric acid papers, might not want to dissolve

 dissolving then regenerating actually produces regenerated cellulose, not nano-crystals, but still nano scale shperes
amorphous with low crystallinity and good at stabilization of emulsification.
 temp and time degree of polymerization (higher is better in mcc for tableting)
 regenerated cellulose and nano hydroxyapatite

Give Coin: Cellulose composite material

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So here we are going to describe an example process to produce a coin that can also work as a catalyst and is easy to make.
We can use pearl powder and/or zinc oxide or zinc sulfide.  Silk (of any type including spider) threads or protiens or fibers of any size, peroxidized or otherwise modified or not can also be used.
Thing is we can use microcrystaline cellulose (or nano) as something to help shape and give stability to our coin.  However we want the coin to be more stable than a tablet.  So we need to try to melt the cellulose.  How can we melt cellulose?  We have to have something that can reduce the melting point of cellulose so we can actually melt it without degrading it.  One of these ways is to use an oxidizer which promotes melting (favors amorphous vs crystalline).
We can peroxidize the zinc oxide perhaps, or just wet the mixture with hydrogen peroxide, or add another peroxidized ingredient like nano hydroxyapatite peroxide (which may improve the photocatalyst effect).  We can also peroxidize the cellulose itself which may lend to breaking it down to smaller particles or increasing the amorphicity as well.
When we press the mixture at say around 150f at high pressure with the addition of peroxide, this will help the cellulose melt and form a strong composite with the powders.  This process would be similar to "Superwood" process.  But in this case we are using purified cellulose and additives intead of the partially delifnified wooden matrix.  In any event, melting cellulose into a structure or composite I will call this a Cellulose Composite Material.  Superwood would fit into perhaps a naturally scaffolded Cellulose Composite Material.  What we will be doing with Give Coin would be a synthetically structured Cellulose composite material.  Cellulose composite material differs from cellulose nanofibers in a typical resin, because there the cellulose is used as a structural and bulking agent whereas in a cellulose composite material the cellulose is primarily a binding and gluing agent by forming or reforming hydrogen bonds between cellulose fibers.
Hydrogen peroxide, pressure, and temperature is one way to achieve melting of cellulose but any way can be used.  Other examples are cellulose acetate, but we want to keep the best properties of cellulose and cellulose acetate looses some strength of the cellulose.
 This technology can be used for any use.
This technology of peroxidation enhancing hydrogen bonding could also be used with superwood, where after delignizing you could treat the wood with hydrogen peroxide before or after pressing to improve hydrogen bonding.
3d printing method
cellulose nanofiber car
melting info
types of cellulose
nanocellulose process
ZnO as photocatalyst, preferably with dyes like billberry extract
Dye sensitized solar cell
photocatalytic water splitting
non-newtonian shear thickening caused from hydrogen bonds
Can also contain silk protiens with or without modification or peroxidation


Beirut Lebanon Blast was a Tactical Nuke or MOAB

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I didn't know what to believe other than Israel was responsible since they had been threatening Lebanon recently.  Here is a tweet referencing a "red line" by Israel https://twitter.com/NoahPollak/status/1290686124982071297

NOTE: the following theory is based on the following pic and video.  Another video has been released which would mean instead of a tactical nuke this may be a MOAB missile.  See end of this article.

However, then I saw this picture and video, the black object: Courtesy Josef1601 https://twitter.com/Josef1601/status/1290807413692653568

In the above link you can see the black object fly towards the building at immense speed.

It appears this is a mini tactical nuke the W54

It can be launched from a ground based setup like this

Based on this launch setup and the not so aerodynamic nature of the bomb, the odd angle of the bomb in the sky makes sense.  Also the "top of the T" of the black object is probably the fins of the bomb which, moving fast, seem to elongate due to the speed and the camera speed, creating a "tailing effect" making it look longer than it actually is.

Also the blast would make perfect sense if it were a tactical nuke.

It was likely a Potassium Nitrate storehouse, under cover as a fireworks warehouse, that was targeted by Israeli Spies within the country that launched this ground based nuke.

Since Lebanon didn't want to suggest it was an attack, my guess is that Lebanon themselves launched the micro nuke to cover up the true use of the site.  I think the fire was likely sabotage caused by Israel much like the recent sabotaging in Iran.

Israeli weapons expert said blast was "much bigger" than 2.5 tons of TNT and looked like a nuclear explosion.  If this was a Davey Crocket W54 M-28 it would yield around 10-20 tons of TNT lining up with this observation

Another expert claims it was a nuke and russia will come in to investigate the blast (Russia probably supplied them with the bombs): https://twitter.com/drbairdonline/status/1291073296318906369


In a different video, Someone captures what seems to be a missile coming down from the sky, in this case it would have been a MOAB

"The MOAB is the most powerful conventional bomb ever used in combat as measured by the weight of its explosive material.[28][29] The explosive yield is comparable to that of the smallest tactical nuclear weapons, such as the Cold War-era American M-388 projectile fired by the portable Davy Crockett recoilless gun. The M-388, a W54 nuclear warhead variant, weighed less than 60 pounds. At the projectile's lowest yield setting of 10 tons, roughly equivalent to a single MOAB, its explosive force was only 1/144,000th (0.0007%) that of the Air Force's 1.44-megaton W49 warhead, a nuclear weapon commonly found on American ICBMs from the early 1960s"


Proof of Individual Validation (PoIV) a new proof of work and distribution scheme uPoW micro

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After talking to Johan Nygren @resilience_me on twitter, and reading his papers on Proof of Vote and an identity validation system Pseudonym Pairs I figured we can use this idea as a micro proof of work.

What is a micro proof of work (uPoW)?

Micro proof of work is a small proof of work that can give many individuals each newly minted cryptocurrency, not just from a centralized mining challenge.  Why is micro proof of work needed?  Because there is no real way for individual miners to ever get cryptocurrency in traditional Proof of Work unless they join a centralized mining pool (which is itself a non-ideal uPoW) or buy the cryptocurrency from the big players who win blocks.  Micro proof of work is often used as a layer on-top of  a traditional proof of work (or other proof) Nakamoto consensus.  This is because without getting this data onto a centralized blockchain, other people wouldn't know whether you really have coins or not.

As an aside: The Nakamoto consensus could ideally be the Proof of Vote system where each vote is a person validated by by this PoIV system.  The Proof of Vote (PoV) system could say "If you have a 90% validation confirmation and have been validated 100 times or more and have been validated in the last blocktime (say 10 minutes) then you can vote (mine) on the block and have a chance of winning it."

So in micro proof of work, everyone can mint their own currency.

Johan's idea: The idea is to use a random pairing of two nodes/people on the network.  They communicate and decide if each-other are humans.  This is the validation.

In my implementation only one of them is tasked as the validator, the other person being validated is the subject.  This is because if both of them are validators, they could negotiate "I will validate you if you validate me, deal?".  If only one of them is validating no reciprocal agreement can be made. The subject has to prove to the validator they are human.  This can be any way they decide, perhaps just having a convo which was Johan's idea, or the validator can ask specific questions.  Johan also provided that the pair could be broken by either one.  Lets say this can be done after 1 minute (just so they aren't spamming for validators they are colluding with) but not after the 2 minute mark (so after say 4 minutes they can't threaten to end the pair unless you promise to validate me) and lets say the validation period is 5 minutes (Johan's idea was 20 mins).  Say the validator starts asking personal questions, the subject can break the pairing and be randomly paired with another validator.

Once the validator has completed his work, he determines whether the person was human or not.  If he determines the person was human, cryptocurrency is created out of thin air and given to the Subject.  If the validator determines they are not human, coins are not made.  As a thank you for the validation work (if the subject didn't break the pairing, and therefore vote the validator was bad), the validator can now be the subject of validation himself and have the chance to earn his own cryptocurrency if he is validated successfully.  Another option to prevent collusion is to randomly assign a person as subject or validator. However in this case if someone gets assigned validator they may want to just end pair so they can have a chance to be a subject without waiting the 5 minutes.  So completing the challenge as Validator in order to become a Subject in future round may be needed.

The validator has reason to not want to determine the person is real.  If he determines the person is real, then the currency will inflate and everyone's currency is worth less.  So it is in the best interest of the validator to err on the side of not granting the validation and therefore coins.  However the validator himself will likely not feel the inflation himself, so if the person really is real and they had a good convo, the validator would likely want to reward the subject for their work by validating them.

Each validation can also act as a "feedback" on the truthfulness of the person.  When doing business with someone, you can see they were validated say 500 times and only denied 3 times, which means to you that you can trust this person.  However the validation process itself would be blind so you can't know who you are talking to or their reputation so you can have an unbiased judgement.  You only see the person's rating when you are buying or selling from them.

That is basically it.  This idea can be used with or without additional coin creation or validation mechanisms.  It would likely sit as a uPoW layer atop a traditional Proof of Work or other large scale consensus mechanism in order for everyone to know who has what coins.