Linkbucks
Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.- The payout for 1000 views-$3-9
- Minimum payout-$10
- Referral commission-20%
- Payment options-PayPal,Payza,and Payoneer
- Payment-on the daily basis
Shrinkearn.com
Shrinkearn.com is one of the best and most trusted sites from our 30 highest paying URL shortener list.It is also one of the old URL shortener sites.You just have to sign up in the shrinkearn.com website. Then you can shorten your URL and can put that URL to your website, blog or any other social networking sites.
Whenever any visitor will click your shortener URL link you will get some amount for that click.The payout rates from Shrinkearn.com is very high.You can earn $20 for 1000 views.Visitor has to stay only for 5 seconds on the publisher site and then can click on skip button to go to the requesting site.- The payout for 1000 views- up to $20
- Minimum payout-$1
- Referral commission-25%
- Payment methods-PayPal
- Payment date-10th day of every month
Adf.ly
Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.Clk.sh
Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.- Payout for 1000 Views: Upto $8
- Minimum Withdrawal: $5
- Referral Commission: 30%
- Payment Methods: PayPal, Payza, Skrill etc.
- Payment Time: Daily
Linkrex.net
Linkrex.net is one of the new URL shortener sites.You can trust it.It is paying and is a legit site.It offers high CPM rate.You can earn money by sing up to linkrex and shorten your URL link and paste it anywhere.You can paste it in your website or blog.You can paste it into social media networking sites like facebook, twitter or google plus etc.
You will be paid whenever anyone will click on that shorten a link.You can earn more than $15 for 1000 views.You can withdraw your amount when it reaches $5.Another way of earning from this site is to refer other people.You can earn 25% as a referral commission.- The payout for 1000 views-$14
- Minimum payout-$5
- Referral commission-25%
- Payment Options-Paypal,Bitcoin,Skrill and Paytm,etc
- Payment time-daily
Wi.cr
Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.- Payout for 1000 views-$7
- Minimum payout-$5
- Referral commission-10%
- Payout method-Paypal
- Payout time-daily
LINK.TL
LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.- Payout for 1000 views-$16
- Minimum payout-$5
- Referral commission-10%
- Payout methods-Paypal, Payza, and Skrill
- Payment time-daily basis
Ouo.io
Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.- Payout for every 1000 views-$5
- Minimum payout-$5
- Referral commission-20%
- Payout time-1st and 15th date of the month
- Payout options-PayPal and Payza
CPMlink
CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.- The payout for 1000 views-$5
- Minimum payout-$5
- Referral commission-10%
- Payment methods-Paypal, Payza, and Skrill
- Payment time-daily
Short.am
Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life.Short.pe
Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.- The payout for 1000 views-$5
- Minimum payout-$1
- Referral commission-20% for lifetime
- Payment methods-Paypal, Payza, and Payoneer
- Payment time-on daily basis
Cut-win
Cut-win is a new URL shortener website.It is paying at the time and you can trust it.You just have to sign up for an account and then you can shorten your URL and put that URL anywhere.You can paste it into your site, blog or even social media networking sites.It pays high CPM rate.
You can earn $10 for 1000 views.You can earn 22% commission through the referral system.The most important thing is that you can withdraw your amount when it reaches $1.- The payout for 1000 views-$10
- Minimum payout-$1
- Referral commission-22%
- Payment methods-PayPal, Payza, Bitcoin, Skrill, Western Union and Moneygram etc.
- Payment time-daily
BIT-URL
It is a new URL shortener website.Its CPM rate is good.You can sign up for free and shorten your URL and that shortener URL can be paste on your websites, blogs or social media networking sites.bit-url.com pays $8.10 for 1000 views.
You can withdraw your amount when it reaches $3.bit-url.com offers 20% commission for your referral link.Payment methods are PayPal, Payza, Payeer, and Flexy etc.- The payout for 1000 views-$8.10
- Minimum payout-$3
- Referral commission-20%
- Payment methods- Paypal, Payza, and Payeer
- Payment time-daily
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Jumaat, 24 Mei 2019
(Latest) Top 13 Best Highest Paying URL Shortener To Earn Money
Storium Theory: Get Emotionally Invested
I've finished up my Storium Basics articles, so now, I'd like to take a little time to write about one more thing. This is something that I think is important for anyone playing Storium, or indeed any sort of RPG or storytelling system. Heck, it's important for general writing as well.
You have to let yourself feel.
If you want to tell powerful stories, you have to let yourself feel.
If you want to truly portray your character, you have to let yourself feel.
If you just want to have the best time you can roleplaying, to have an experience you'll remember and look back on fondly, you have to let yourself feel.
Some people can do this really easily. Others, myself included, have a tougher time with it.
I have a tendency to get pretty mechanical when I'm writing, particularly in RPGs, storytelling games, or the like. I find that I distance myself from the events of the story, from the emotional impact of what goes on, in a way that I don't if I'm just watching a movie or reading a book or playing a video game. When I'm not participating in the writing, I can get involved in the emotion of a story easily. But when I'm participating...
When I'm participating, I spend more time thinking about what should happen next, or what I'm going to do, or what cards I'm going to play, or what my strategy should be for the next step, what abilities I want to use, how my tactics will affect my dice rolls...any or all of that, depending on what sort of writing or gaming we're talking about. It's really easy to distance myself from feeling what's happening in the story, and look at things as the basic exercise of writing or gaming rather than the full-fledged emotional experience of a tale.
There's a social aspect, too, though that's less of a concern in a play-by-post sort of game like Storium. But still...I'm not a guy who likes to have his emotions on full display. I'm not that open, really, and so I tend to consciously or unconsciously resist letting myself react to story events emotionally when I'm writing or playing with others.
I've learned that I have to try to break out of that shell.
The best moments I've had in Storium, in tabletop gaming, in online roleplaying, in MUXes, in any kind of collaborative writing experience...those moments have all been when I let my walls drop. Those are the moments I remember most fondly.
The moments when I let the tears come while I read and wrote.
The moments when I felt anger at the deeds of a villain.
The moments when I worried for a hero who had disappeared.
The moments when I dove into my character's mindset and felt the fear he would about the monster lurking in the dark.
It's so very easy to separate ourselves from the tale. Sometimes we do it because we'd be uncomfortable otherwise. In a horror game, for instance, we'll crack jokes or make table talk about the real world, reemphasizing the unreality of the horror. In the midst of a tragedy, we'll have our heroes stand bold and proud, brushing off the sorrow and just going on being heroes. We can't have them break, because someone might think we've broken too.
But I've learned that when I allow myself to feel, when I allow that fear or horror or sadness or pain or joy or hope or dream or love to affect me, and then allow it to affect my writing, I get an experience I can remember, and an experience others can remember as well.
I've learned that I can best write a character who has gone through struggles and pain when I let myself feel the sadness, just as I would if I weren't participating in the writing. I've learned to force myself to treat roleplaying and collaborative storytelling just like watching a movie or reading a book or playing a video game with a great tale - I've learned to drop my guard and let things hit me.
Because when I let things hit me, I let them hit my character, and when I let them hit my character, my character's reactions are more honest, more powerful, more raw and pure. It makes the character feel like a full-fledged person, with hopes and dreams and fears and pain, who is affected by the tale, driven by the tale, pushed to react and to experience emotion and to be changed by those experiences.
For me, it's hard. It's honestly hard. It's so easy to slip back into just thinking, "Well, what should happen next?" or "What card should I use here?" or "What tactic seems best?" or "What would be a cool thing to do?" or "What's my next one-liner?" And look - all of those questions can be, frequently are good things to ask. But not if they separate you from actually feeling. And for me, they can, unless I force myself to into the right mindset. For me, they can, unless I specifically connect myself with the heart of the tale.
This isn't something I can tell you how to do. Everybody's different. Everybody reacts to a story differently. For some of you, this isn't even something you'll have to think about. Some of you are reading this article and thinking, "Wow, I mean, I just get in my character's head and I feel this stuff anyway." And that's great! There are people who can just do that, who can just feel like a character, get in their head, think like they do, and feel like they do. It's something you hear about from great actors all the time, and it's something I've heard from great roleplayers as well.
But if you're like me, and you find yourself thinking clinically about stories, thinking about plot designs, thinking about cards or dice or what-have-you, thinking about character motivations from a distance...I can't tell you how to do it, but I encourage you to try to break that. Think like a reader, think like someone who is experiencing the tale. Don't think what your character should do, feel what your character will do.
If you're like me, that isn't going to be easy, and you aren't going to succeed all the time. But those moments where you do succeed? Those are going to be the moments you remember, the moments you deeply treasure, the moments you look back on years from now and relive in your mind.
When that happens...you see the true treasure that roleplaying, that collaborative storytelling, that writing in general can be. You leave a part of yourself in that story. You become a part of it, and it becomes a part of you. It is a beautiful, wonderful experience.
So...let yourself feel. Open yourself to that experience. Let the story in.
This will be the final weekly article of Storium Theory. I'm not going to say that I'm solidly done, that there will never be another article, but I've said just about everything I can think of to say at present. I've written one hundred and thirty-three articles about Storium, counting this one, and I've written about it since November 2015. That's...probably more than I've written about anything else in my life, ever. And that's not counting my participation in Storium Arc, where I've spent many hours talking about this great system and community as well.
It's amazing to me the level of depth that a system like Storium has turned out to have...the fact that I could find so much to write about it, the fact that I could write for such a long time on it and it alone...that honestly surprised me. When I started this out, I didn't initially set it up on my blog. I was just going to have four or five little articles on a webpage somewhere, just a quick little guide of sorts for new Storium players or narrators.
But Storium was deeper than that. Storium was more than that. Exploring Storium took longer, took more thought, became more interesting to me. I found myself exploring the ways the system could be used, the ways you could use challenges to do interesting things, and that got me thinking about how things could work in my own games or with my own characters, and those fed back into articles here.
Now...again, I can't say I'm done. I'm still playing Storium, and topics will still likely arise. But for now, this is the end of weekly articles, of regularly scheduled articles.
I hope that those of you who have read these have found them useful. I hope that I've helped you get more comfortable with the Storium system, and to learn to use it in creative ways, ways that can enhance your stories and lead to memorable and fun games. I hope that I've helped you get into your characters and explore them more deeply.
But now, as ever, I want to emphasize something: My way to play Storium is not the only way to play Storium. My way to write is not the only way to write. As I close up this post, and with it, the regular Storium Theory articles, I want to encourage you to look not just here, but to the community in general, to other Storium games, to other resources. If you need help, ask for it - the community is willing. If you need examples, look for them among the other games out there. See how things have worked. Explore. And come up with your own methods, your own interesting ways to use the system, your own house rules.
Storium is a simple system in concept, but a deep one at heart. Take the time to get to know it and it will reward you.
May the future bring you friendship, great stories, and treasured memories.
You have to let yourself feel.
If you want to tell powerful stories, you have to let yourself feel.
If you want to truly portray your character, you have to let yourself feel.
If you just want to have the best time you can roleplaying, to have an experience you'll remember and look back on fondly, you have to let yourself feel.
Some people can do this really easily. Others, myself included, have a tougher time with it.
I have a tendency to get pretty mechanical when I'm writing, particularly in RPGs, storytelling games, or the like. I find that I distance myself from the events of the story, from the emotional impact of what goes on, in a way that I don't if I'm just watching a movie or reading a book or playing a video game. When I'm not participating in the writing, I can get involved in the emotion of a story easily. But when I'm participating...
When I'm participating, I spend more time thinking about what should happen next, or what I'm going to do, or what cards I'm going to play, or what my strategy should be for the next step, what abilities I want to use, how my tactics will affect my dice rolls...any or all of that, depending on what sort of writing or gaming we're talking about. It's really easy to distance myself from feeling what's happening in the story, and look at things as the basic exercise of writing or gaming rather than the full-fledged emotional experience of a tale.
There's a social aspect, too, though that's less of a concern in a play-by-post sort of game like Storium. But still...I'm not a guy who likes to have his emotions on full display. I'm not that open, really, and so I tend to consciously or unconsciously resist letting myself react to story events emotionally when I'm writing or playing with others.
I've learned that I have to try to break out of that shell.
The best moments I've had in Storium, in tabletop gaming, in online roleplaying, in MUXes, in any kind of collaborative writing experience...those moments have all been when I let my walls drop. Those are the moments I remember most fondly.
The moments when I let the tears come while I read and wrote.
The moments when I felt anger at the deeds of a villain.
The moments when I worried for a hero who had disappeared.
The moments when I dove into my character's mindset and felt the fear he would about the monster lurking in the dark.
It's so very easy to separate ourselves from the tale. Sometimes we do it because we'd be uncomfortable otherwise. In a horror game, for instance, we'll crack jokes or make table talk about the real world, reemphasizing the unreality of the horror. In the midst of a tragedy, we'll have our heroes stand bold and proud, brushing off the sorrow and just going on being heroes. We can't have them break, because someone might think we've broken too.
But I've learned that when I allow myself to feel, when I allow that fear or horror or sadness or pain or joy or hope or dream or love to affect me, and then allow it to affect my writing, I get an experience I can remember, and an experience others can remember as well.
I've learned that I can best write a character who has gone through struggles and pain when I let myself feel the sadness, just as I would if I weren't participating in the writing. I've learned to force myself to treat roleplaying and collaborative storytelling just like watching a movie or reading a book or playing a video game with a great tale - I've learned to drop my guard and let things hit me.
Because when I let things hit me, I let them hit my character, and when I let them hit my character, my character's reactions are more honest, more powerful, more raw and pure. It makes the character feel like a full-fledged person, with hopes and dreams and fears and pain, who is affected by the tale, driven by the tale, pushed to react and to experience emotion and to be changed by those experiences.
For me, it's hard. It's honestly hard. It's so easy to slip back into just thinking, "Well, what should happen next?" or "What card should I use here?" or "What tactic seems best?" or "What would be a cool thing to do?" or "What's my next one-liner?" And look - all of those questions can be, frequently are good things to ask. But not if they separate you from actually feeling. And for me, they can, unless I force myself to into the right mindset. For me, they can, unless I specifically connect myself with the heart of the tale.
This isn't something I can tell you how to do. Everybody's different. Everybody reacts to a story differently. For some of you, this isn't even something you'll have to think about. Some of you are reading this article and thinking, "Wow, I mean, I just get in my character's head and I feel this stuff anyway." And that's great! There are people who can just do that, who can just feel like a character, get in their head, think like they do, and feel like they do. It's something you hear about from great actors all the time, and it's something I've heard from great roleplayers as well.
But if you're like me, and you find yourself thinking clinically about stories, thinking about plot designs, thinking about cards or dice or what-have-you, thinking about character motivations from a distance...I can't tell you how to do it, but I encourage you to try to break that. Think like a reader, think like someone who is experiencing the tale. Don't think what your character should do, feel what your character will do.
If you're like me, that isn't going to be easy, and you aren't going to succeed all the time. But those moments where you do succeed? Those are going to be the moments you remember, the moments you deeply treasure, the moments you look back on years from now and relive in your mind.
When that happens...you see the true treasure that roleplaying, that collaborative storytelling, that writing in general can be. You leave a part of yourself in that story. You become a part of it, and it becomes a part of you. It is a beautiful, wonderful experience.
So...let yourself feel. Open yourself to that experience. Let the story in.
This will be the final weekly article of Storium Theory. I'm not going to say that I'm solidly done, that there will never be another article, but I've said just about everything I can think of to say at present. I've written one hundred and thirty-three articles about Storium, counting this one, and I've written about it since November 2015. That's...probably more than I've written about anything else in my life, ever. And that's not counting my participation in Storium Arc, where I've spent many hours talking about this great system and community as well.
It's amazing to me the level of depth that a system like Storium has turned out to have...the fact that I could find so much to write about it, the fact that I could write for such a long time on it and it alone...that honestly surprised me. When I started this out, I didn't initially set it up on my blog. I was just going to have four or five little articles on a webpage somewhere, just a quick little guide of sorts for new Storium players or narrators.
But Storium was deeper than that. Storium was more than that. Exploring Storium took longer, took more thought, became more interesting to me. I found myself exploring the ways the system could be used, the ways you could use challenges to do interesting things, and that got me thinking about how things could work in my own games or with my own characters, and those fed back into articles here.
Now...again, I can't say I'm done. I'm still playing Storium, and topics will still likely arise. But for now, this is the end of weekly articles, of regularly scheduled articles.
I hope that those of you who have read these have found them useful. I hope that I've helped you get more comfortable with the Storium system, and to learn to use it in creative ways, ways that can enhance your stories and lead to memorable and fun games. I hope that I've helped you get into your characters and explore them more deeply.
But now, as ever, I want to emphasize something: My way to play Storium is not the only way to play Storium. My way to write is not the only way to write. As I close up this post, and with it, the regular Storium Theory articles, I want to encourage you to look not just here, but to the community in general, to other Storium games, to other resources. If you need help, ask for it - the community is willing. If you need examples, look for them among the other games out there. See how things have worked. Explore. And come up with your own methods, your own interesting ways to use the system, your own house rules.
Storium is a simple system in concept, but a deep one at heart. Take the time to get to know it and it will reward you.
May the future bring you friendship, great stories, and treasured memories.
Storium Basics: Card Spending And Refresh
Welcome back - today, as we continue discussing the basics of Storium, I'm going to spend a little time on the concept of Refresh.
First, though, a bit about card spending: As you play Strength and Weakness cards, you'll notice they become unavailable for selection on future plays. Even once you reach the end of a scene, you'll find you won't have the cards that you already spent available to play again.
This is how Storium manages helping you tell the ups and downs of a character's tale. As you spend Strengths and Weaknesses, they become unavailable for use. You don't get any of them back until you've spent all of them. That is, you have to spend all your Strengths and all your Weaknesses before you get any of them back.
This is another reason I've said it is best to not play Storium tactically—the system is geared towards storytelling, and in storytelling, characters have ups and downs. This is actually really cool for developing a character arc, but that's somewhat beyond the basics - for more on that, see the links below.
So, say that you've spent all your Strengths and all your Weaknesses...now, it's time to Refresh.
At the beginning of the next scene, you'll get to Refresh your cards. When you click the button to do so (which replaces your button for writing a move), you are presented with a list of all the Strengths and all the Weaknesses that you've played in the game so far. You select some of each, and those become your new hand of Strength and Weakness cards. Simple as that!
Note that the number of cards you get to refresh is determined by settings for the individual games
But though it's a simple concept, don't just rush through.
This is your opportunity to define what is important in your character's story now. That may not match up with what was important in the beginning. Refreshes are a great way to show how your character has changed, or to show what elements of your character are stable. Pick the cards you want to focus on for the next chunk of the story.
Take some time to really think it over - what is important now? What do you want to say about your character now? Who is your character now? That's what a Refresh is about - not who you've been, but who you are now. Who you are going to be as the story moves forward from this point.
So...sure, who you are now might be just who you were in the past - you might just pick your starting Strength and Weakness, maybe something closely related to them too, and call it a day. But maybe things you've revealed about yourself since then have become more important. Maybe your Toughness was central to your character at the beginning, but since then, you've become focused on Leadership and Empathy, like I mentioned last time.
This is the point where you get to show that...so take some time to think it through.
And remember: As with character creation, pick cards you want to play...not just cards you're willing to play. Just like at the start of the game, you want to pick things that excite you about using them. These cards are the things you will have in your hand, so they're the things you will have to play before you can Refresh again. So make them things that you want to play, not just things that you grudgingly put in your hand again.
For more on Refresh, see the below posts - but please be aware that since I wrote some of these, the Refresh rules did change somewhat. The philosophy still applies, but some of the mechanics will sometimes be a bit different. In particular, I believe you can now pretty easily choose to get rid of your starting Strength / Weakness in a Refresh because - if I'm recalling correctly - you can now choose any card multiple times in a Refresh. In the old days, that wasn't the case, so you'll see references here for how it will take multiple Refreshes to get a starting card out of your hand.
Similarly, these were written before custom card settings were a thing.
Still, I believe the philosophies discussed here can be helpful:
First, though, a bit about card spending: As you play Strength and Weakness cards, you'll notice they become unavailable for selection on future plays. Even once you reach the end of a scene, you'll find you won't have the cards that you already spent available to play again.
This is how Storium manages helping you tell the ups and downs of a character's tale. As you spend Strengths and Weaknesses, they become unavailable for use. You don't get any of them back until you've spent all of them. That is, you have to spend all your Strengths and all your Weaknesses before you get any of them back.
This is another reason I've said it is best to not play Storium tactically—the system is geared towards storytelling, and in storytelling, characters have ups and downs. This is actually really cool for developing a character arc, but that's somewhat beyond the basics - for more on that, see the links below.
So, say that you've spent all your Strengths and all your Weaknesses...now, it's time to Refresh.
At the beginning of the next scene, you'll get to Refresh your cards. When you click the button to do so (which replaces your button for writing a move), you are presented with a list of all the Strengths and all the Weaknesses that you've played in the game so far. You select some of each, and those become your new hand of Strength and Weakness cards. Simple as that!
Note that the number of cards you get to refresh is determined by settings for the individual games
But though it's a simple concept, don't just rush through.
This is your opportunity to define what is important in your character's story now. That may not match up with what was important in the beginning. Refreshes are a great way to show how your character has changed, or to show what elements of your character are stable. Pick the cards you want to focus on for the next chunk of the story.
Take some time to really think it over - what is important now? What do you want to say about your character now? Who is your character now? That's what a Refresh is about - not who you've been, but who you are now. Who you are going to be as the story moves forward from this point.
So...sure, who you are now might be just who you were in the past - you might just pick your starting Strength and Weakness, maybe something closely related to them too, and call it a day. But maybe things you've revealed about yourself since then have become more important. Maybe your Toughness was central to your character at the beginning, but since then, you've become focused on Leadership and Empathy, like I mentioned last time.
This is the point where you get to show that...so take some time to think it through.
And remember: As with character creation, pick cards you want to play...not just cards you're willing to play. Just like at the start of the game, you want to pick things that excite you about using them. These cards are the things you will have in your hand, so they're the things you will have to play before you can Refresh again. So make them things that you want to play, not just things that you grudgingly put in your hand again.
For more on Refresh, see the below posts - but please be aware that since I wrote some of these, the Refresh rules did change somewhat. The philosophy still applies, but some of the mechanics will sometimes be a bit different. In particular, I believe you can now pretty easily choose to get rid of your starting Strength / Weakness in a Refresh because - if I'm recalling correctly - you can now choose any card multiple times in a Refresh. In the old days, that wasn't the case, so you'll see references here for how it will take multiple Refreshes to get a starting card out of your hand.
Similarly, these were written before custom card settings were a thing.
Still, I believe the philosophies discussed here can be helpful:
- Great Ideas: Easy Resource Management (Storium)
- Okay, that one is just about why I love the way Storium handles card spending and Refresh.
- Establishing Character Arcs
- Character Arc vs. Game Arc
- No Card Play is "Wasted"
- Character Development Through Wild Cards
- Refreshing Cards - "What's Important Now?"
- Situational Strengths and Weaknesses
- Building Character
- Choose Cards You Want to Play
- Build Towards Something
Some Of Our UCLan Games Design Success Stories.
Steph McStea Team17 QA Analyst · 2017 to present · Wakefield
Graduated from MA(Hons) Games Design 2017. Prior to her Masters Degree she completed the BA Hons in Games Design (again at UCLan) to a First Class standard.
You can see some of her student work on her Tea and Monsters Blog and website.

Steph is currently working as part of the QA team at Team17 and she loves it!

Steph has a high profile in the industry because she makes herself visible by getting involved in activities and networking. In her spare time Steph enjoys volunteering as an artist for Girls Make Games and further developing her forum: StudentGameDevs.co.uk.
Steph created StudentGameDevs to act as a hub/community for those studying Games Design and for those hoping to pursue a career within the Games Industry.
Something that she found when she was studying for her degree was that while there's a lot of passion for our industry, there didn't seem to be much communication amongst students outside of their own universities.
The aim of StudentGameDevs is to try and bridge that gap between university courses and the students studying within them, giving potential for new Indies to be created, and for new connections to be born.

If you have any questions about StudentGameDevs, or wish to know anything about the site and the ideas behind it, please do feel free to contact Steph @teaandmonsters on Twitter, or through private message on-site.
Interesting to see that through her active networking she has some great followers on Twitter, including Arthur Parsons, Head of Design at TT_Games Ltd.

All Steph's hard work paid off when she was named in the 100 rising stars of the UK Games Industry! Check out the interviews with the winners of this year's GamesIndustry.biz 100 in the link: https://www.gamesindustry.biz/top100/2018/s
Steph is also an Ambassador for Women in Games (@WIGJ).
The Ambassador program created by Marie-Claire Isaaman, CEO of Women in Games, will act to grow the membership of the organisation, helping the organisation to expand both its reach and scale. This will help Women in Games to achieve its strategic goal — to double the number of women in games — over the next 10 years.


Women in Games have also been super encouraging to Steph. In Sept 2016 Steph was among the women selected in a jam packed ceremony featuring 30 minutes of awards and presentations to honour and recognise some special people and the winners of their Student Competition.
Winners of the Student Competition were awarded by Debbie Bestwick MBE along with Helen Kennedy,
Head of the School of Media, at the University of Brighton:
Read Steph's post about the event here.

Victoria Goldsmith
(Alumni working as 3D Artist @ PlayStation London Studio graduated in 2011. Vic has written a guide about getting into the games industry.https://www.artstation.com/lowpolyfish/blog/LQOV/breaking-into-the-games-industry
https://lowpolyfish.com/resume
Here's a snippet of Victoria and her friend, Steph Brookes talking about games when they were on the course in 2009.
https://gamescourse.blogspot.com/2011/03/games-by-girls-at-uclan.html
Twitter https://twitter.com/lowpolyfish

Sarah Akers is an Alumni of the BA(Hons) Games Design course at UCLan
and a 3D artist.
Sarah's recent experience is at Paw Print Games Ltd in Chester as Lead 3D Artist.During her 2 years in the game industry, Sarah, has been responsible for art direction, managing fellow artists and working within all spectrums of 3D and technical art.
In 2016 Sarah spent 13 weeks as a 3D prop Artist at WHITE PAPER GAMES Ltd. in Manchester in a part-time internship. She designed, modelled and textured a variety of game ready props for their upcoming title, Occupation. She was able to experience first-hand what it's like to be involved in independent games development.


White Paper Games



Sarah has a keen interest in advanced shader creation and she's passionate about developing tools to enhance workflow. She loves fun, "pick up and play" multiplayer games and creating fitting art to go with them. My goal is to create solid, cohesive visuals that aid gameplay and look fantastic! :)
Sarah worked on Blood Zombies for PawPrint Games in Chester!
BLOODY ZOMBIES
TEAM UP. BASH BRAINS. SAVE LONDON.
Bloody Zombies is a co-op brawler designed to be played with any combination of TV and VR players. Fight across the ruins of London using carefully refined Free-Form Combat, taking down a terrifying variety of un-dead with an expanding special move-set. Created for 1-4 players, Bloody Zombies is also enhanced with VR - using its unique viewpoint to help the team overcome obstacles & discover secrets in the game. Out 2017 on PC, PlayStation 4 and Xbox One, and also supports HTC Vive, Oculus Rift and PlayStation VR headsets.

Sarah worked on Border Patrol as lead artist and art director at Paw Print Games. It is currently available to demo on Steam.
As a fully motion controlled, room scale VR experience, Border Patrol requires you to interact with various objects and tools in order to process each robot that comes to your booth. The primary goal was to create a fun and light-hearted experience that gives the expected feedback to the player to ensure they feel fully immersed in another world.
Her responsibilities included:
· Overall art direction and research & development
· Exploring different artistic and technical ideas considering the limitations of VR
· Task and time management for art team
· Modelling, texturing and lighting environments
· Particles and VFX
· Shader creation
· Working to keep art consistent across various platforms including PS4 VR


As a fully motion controlled, room scale VR experience, Border Patrol requires you to interact with various objects and tools in order to process each robot that comes to your booth. The primary goal was to create a fun and light-hearted experience that gives the expected feedback to the player to ensure they feel fully immersed in another world.
Her responsibilities included:
· Overall art direction and research & development
· Exploring different artistic and technical ideas considering the limitations of VR
· Task and time management for art team
· Modelling, texturing and lighting environments
· Particles and VFX
· Shader creation
· Working to keep art consistent across various platforms including PS4 VR


Alex Haddow-Mendes. Find his portfolio here! www.Alexhm.co.uk
Alex is currently Technical
Designer at Team 17 Software Limited

A Level Designer, Technical Designer and Games Designer. He recently graduated from the Games Design course at UCLan with a First, where he says he "learned how to create games as well as how to be a fully functioning human being." J
He has been designing games since he was 12, creating modifications for the Source Engine. Also using games that allow user generated content; like LittleBigPlanet or Halo's Forge mode. Where others would look for gimmicks, he would create a solid, lasting design.



Projects.
Advanced First Person Character — Unreal Engine Marketplace A popular tool, Selling on the Unreal Marketplace - A tool for Unreal Engine 4 that is the basis of modern First Person games, increasing usability for designers without technical skills Luck Screen — Google Play Store Luck Screen is a casual, puzzle/pattern mobile. The game is based around the pattern lock screen on a mobile device, you must figure out the correct pattern to unlock the phone.
Available on the Google Play Store.


Alex made several games for his final degree portfolio.
One of them, 'Come In, Over' has been written about in an 80 level article .


A Level Designer, Technical Designer and Games Designer. He recently graduated from the Games Design course at UCLan with a First, where he says he "learned how to create games as well as how to be a fully functioning human being." J
He has been designing games since he was 12, creating modifications for the Source Engine. Also using games that allow user generated content; like LittleBigPlanet or Halo's Forge mode. Where others would look for gimmicks, he would create a solid, lasting design.



Projects.
Advanced First Person Character — Unreal Engine Marketplace A popular tool, Selling on the Unreal Marketplace - A tool for Unreal Engine 4 that is the basis of modern First Person games, increasing usability for designers without technical skills Luck Screen — Google Play Store Luck Screen is a casual, puzzle/pattern mobile. The game is based around the pattern lock screen on a mobile device, you must figure out the correct pattern to unlock the phone.
Available on the Google Play Store.


Alex made several games for his final degree portfolio.
One of them, 'Come In, Over' has been written about in an 80 level article .

Langgan:
Catatan (Atom)

