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Selasa, 07 September 2010

“The Root of Escapism - Associated Content” plus 1 more

“The Root of Escapism - Associated Content” plus 1 more


The Root of Escapism - Associated Content

Posted: 07 Sep 2010 10:49 AM PDT

While young children grow up they have the chance to determine their fate very little, much of our lives are mapped out through things such as DNA, maternity, and string theory. If you aren't familiar with the string
 theory, the basic principle is that fate has predetermined a series of events to unfold, much like a string 'or a time line' that is our very lives.

Escapism : What we can't change.

From birth a young infant is embedded with it's parents genetic code. From there things begin to grow, learning how to speak, how to walk, and more. From it's parents example an infant begins to take on the characteristics of it's maternal parents. As time goes on the child may find themselves rebellious in nature, and this will likely result in punishment for 'bad behavior'

Escapism : The parental instinct.

Principles, rules, and morals, are learned from the parenting provided. Some times this parenting, or even the events in ones life may lead them to seek escape. This is where escapism begins, and for some the type of escape they may seek is video games, for others it may in fact be their own imaginations, and still others may find solace in fictional writing. Though these fictions are often based on their own experiences, they allow such a person to experience them in a whole new light.

Escapism : Brought on by illness.

A child seeking escape from a detrimental disease may in fact create a world in which the disease is his enemy and his army wages war with it. Through perils the child may go without the slightest inclination of what is really going on. This form of escapism could be seen as a form of imaginary escapism, where the child exits this uncaring world to create a much more favorable one in which to live.

Escapism : Different escapes for different people.

Another child under the same circumstances may become entangled in video games, where he has much more control over everything. While doctors may do their best to treat an illness the patient has little to do with this process and can become filled with chaotic feelings. A lack of control could be assumed at the very root of such an escapism tactic.

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The Top Five Science Fiction Tabletop Role-Playing Games - Associated Content

Posted: 07 Sep 2010 07:21 AM PDT

Even for those who are not particularly familiar with the games, the term role playing game is nearly synonymous with Dungeons & Dragons. The game of elven wizards and dwarven fighters slaying ferocious dragons is
 one of the few mainstream role playing games that exist. Between the name value of Dungeons & Dragons and the popularity of the massively multiplayer role playing game World of Warcraft, role playing games are almost completely associated with fantasy settings. Despite this perception, not all role playing games have fantasy settings. In fact, some of the most popular role playing games actually have science fictions settings. The following are the five best science fiction role playing games ever published.

5. Battletech aka Mechwarrior (FASA) - The premise of Battletech is that in the far future wars are fought with giant humanoid robots call battlemechs. This simple premise is the groundwork for an incredibly complex back story involving feudal societies, mechwarrior clans, and aliens with super advanced technology. The one drawback to this intricate story was that it was nearly impossible for players to significantly alter it. Still, the battlemech combat was exhilarating and the game continues to be popular decades after it was first released.

4. Paranoia (West End Games) - Welcome to the world, comrade. If you are reading this, please be advised that you will be terminated due to your lack of clearance to read this. Hopefully, termination will not be necessary for you next clone. Good luck, comrade. That disturbingly cheerful bit of fantasy is a prime example of play in the Paranoia universe. Set in a dystopian future where everything is dictated by the strict clearance levels and a cheerfully sadistic computer, dying is practically a given in a game of Paranoia. Conveniently, you have clones that replace you when you die and the game continues without missing a beat. Paranoia campaigns are rare due to the high death rate, but one-shot games are common and always a lot of fun.

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