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PHOBIE
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0-4 MATCHMAKING | ONLINE | FRIENDS | -> solo | invite only | private (friends and clan) | public

(Player Identity & Interest

((GRINEER | CORPUS | SENTIENT | TENNO | SPECTRE PVP PRACTICE

(((PvP Duel • Solar Rail Conflict | Cephalon Capture • Annihilation • Team Annihilation | PvE Assassination • Capture • Crossfire • Deception • Defense • Excavation • Exterminate • Hijack • Interception • Mobile Defense • Recovery • Rescue • Sabotage (Orokin, Hive) • Spy • Survival • Trial ...ETC.

OR (((Alloy Plate | Circuits | Control Module | Ferrite | OTHERS ETC....

The last "crescent" or bracket could depend on daytime, schedules, weekdays, tide, moon phases, maybe according to planets, seasons, and many other ways, excluding time; so that time is excepted from the system, but can be learned via learning ways to gauge symmetries.

Crescents, like in our Clan Emblem can be used as drag and droppable selection markers: only missions that fit in the inner circles will show up inside the crescent and can then be decided/selected.So you don't need to click, only once, and then it takes you to the mission that meets those requirements.

EDIT:

The diligent Tenno will see that a bracket was left out, or is not needed. (EDIT: I put player Identiy & Interest there for now, as it both shows what can work, and also lets others comment EDIT/ END) There are some options here, which I can include instead of the online mode selector. I will see if i can edit in feedback where I get it and have time.

For controllers this is directional analog stick, and possibly even easier.

Instead of brackets, DE can also use other designs if required. Brackets are good for command line parameters, so the system could be text mode too.

Lots of options can be seen here, how multiple brackets might be used: We recommend using not a whole lot of them for a design of simplicity and no confusion and drama.

EDIT:

Difficulty can be either adjusted through a slider - or the person goes on "autopilot", where an appropriate learning curve is either generated for them, by them through their gameplay experience or stats, weighted through them, by personal customization of most wanted features, or manually customized overall.

EDIT:

The Autopilot can be used in multiple ways, such as setting goals for yourself, or generating a future that you like and that helps others. Other options include the completion of goals and receiving rewards, ranks or ribbons for that. As well as the opposite, where self-deciding and personal choice are made into a picture of high personal responsibility and responsibility for others. This could also tie into an overall player respect "family", from which like people could potentially be found to join the family, or from which an image of profession could be attained, or in general the ways and progress in growth, expertise, philosophy, or the appropriate meter that designers come up with. I like to call it the initial.

EDIT:

Where I fail to provide a solution for a mechanic that is later on wanted: the design is made so that crescents can be circled in an out, depending on demand, or seasonal/otherwise changes. SO: this is an open system that can be customized according to demand, because the availability of items on the crescents would be changing with the different scales available. This is designed for balance, and for a system that can continously be balance in all regards:

In the same way clan or alliance management can work, rules could be made, votes be held, ruling systems interchanged (like communism vs. financism vs. democracy rule, and can change as often as required or per clan/alliance/designer philosphy. It is meant to be an overall and compassing while open ended system, which can be used for things like loadout selection, but just as well check the contents of your fridge for old mayonaise.

Speaking about mayonaise, development building processes are subject to constructive processes only. As such, people violating the building peace, endangering or hindering development, and retroactively the usual suspects, would be released from development cycle & their weapons shattered. People being uplifting helpful providing insight, and otherwise fulfilling their duties - like an angel - would be involved into development and retroactively accounted for and given accounts and promotion where due.

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WEEKLY SCHEDULE SYSTEM (based on pre- and ongoing industrialization before it shaped into time-controlled workflow).

 

WEEKLY SCHEDULE | BLUE MONDAY | RECUPERATING SYSTEM | UNIMPEDED CRYOPOD CYCLES | TIMELESS SYSTEM | NO-PRESSURE SYSTEM

 

 

MONDAY | RECREATION DAY | KIDS | MOTHERS | INTERIOR | PREPARATION | PLAYING & LEARNING | > AUTHORITY RELINQUISHED / HAS DAY OFF

 

TUESDAY |WORK DAY | BUILD | SELL | GATHER | ACTION > AUTHORITY REINSTATED / RESCUE PLAN

 

WEDNESDAY | CONTINUE DAY | TRANSFER WORKTYPE | RESTOCK | SORT | DISTRIBUTE > WORKFLOW MEASUREMENT

 

THURSDAY | FINALISATION DAY | COMPLETE WORKTYPE | SCHEDULE DELIVERY | > ASSESS DELIVERY / HOLD BACK ON WORK

 

FRIDAY | FREE DAY | OPEN PLAN | ANOMALY HELP | ASSESS WORK DONE | > WORK DONE ON FRIDAY? NEEDS RESCUE

 

SATURDAY | OFFICIAL DAY | SOCIAL CAPACITY | VOTES | EVENTS | CULTURE | POLITICS | HONORARY WORK >  EXTERIOR ADDRESS

 

SUNDAY | FAMILY DAY | RECREATION | WORK RELINQUISHED | WARNING SYSTEM | > BLOCK ON EXCESS & WORK

 

 

NOTE: Using this system is one of many possible options that may be interchangeable or not. Depending on game and balance needs, it can emulate a number of systems of which this seems a reasonable one regarding how people function. EDIT: In pre-and within industrialization times, people (allegedly) were oftentimes working for 13-16 hours. Apart from this high demand, which can be dabated, this shows how open sleeping cycles and a day off from authority can strengthen the bonds within societies and families.

 

System can be used ingame and out of game for multiple requirements, such as forums, for instance player owned, or to give a structured approach to a system that would otherwise need overwatch and couldn't be given to players.

 

The system is designed in a way that it gives time back to the people, and that forgiveness can happen in its course, so that it is not needed to tie anything to time, and instead waiting on voluntary progressive and constructive contribution becomes the pinnacle of operations, where the players only need to invest according to their wishes, while learning goals can be shown and communicated, and where resource and agency is given to the players, who can use the system to their advantage, and thus contribute to the overall advantage and agency, when they do.

Edited by PHOBIE
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Taifun System:

This is a draft, half, american/english/australian and half german. Please excuse, but I cannot differentiate.

http://www.aviator.at/pics/aviator_tower_sample.mp3

Taifun

auge des sturms

geschehnisse ziehen sich an

der mensch im zentrum seiner entscheidungen

gestürzt in die flamme von erleuchtung erlösung und transformation

mit dem ziele ein mensch zu werden

durch das opfer ständigen lernens

und echten verständnisses

frei von autorität und äußerem verlangen und frei von zwängen der zeit

transformation:

wegjagen: du entkleidest dich der verantwortung

die sanktion der verbannnung ist die sanktion die sie auf sich nehmen und verantwortlich weiterbearbeiten müssen

veränderung durch umwandlung

danach ist es anders: verändert

better than banning

angemessen und vermessen

auflehnung gegen die natur

reinigung durchs fegefeuer (zu sehr thomas aquin) andere metapher

jeder spieler, gleiche intensität des interesses vorausgesetzt:

wenn man nicht mit höchstmöglichem einsatz dabei ist

casual gegen pro, wie ist die balance?

tasks are aligned with:

moon

stars

tide

geolog

timezone

clearance

[ETC.]

GOALS AND PROCESSES

ehrgeiz verfolgung des ziels wachsen becoming better human being constant learning

fortschritt muss die äußeren zwänge abbauen

aufbau muss erosion abwehren / monitoring immer / -> muss steuerbar sein

erosion / rost eisen rostet mit wasser /eisen darf nicht mit wasser / -> elementlehre

OFF LIMITS

-time

-cryopod cycles

-personality

-toxicity

-asymmetry

-human rights

-energy

-asymmetric authority

-imposing authority before learning content

-wasted time

--PLATOON

- ideas are real

- truth is an abstraction

--HAWKEN

-imaginary time

- world of ideas

- heisenberg unschärferelation

- states of particles in the universe

--MINSKY MULTI_PASS

- abstraction layers

- synesthesia

- turbulence & singularity

- fundamentals of brain action and interaction

COLOUR CODING AFTER INHOUSE COMMUNICATION DESIGN

--Colour Theory & Progress Construction & player interaction & Competition/Ambition/Ehrgeiz

COLOUR SYSTEM (TRAFFIC LIGHT SIMPLICITY SYSTEM)

BASIC_RED_BLUE_YELLOW = TRAFFIC LIGHTS -> Red Yellow Green

RED - LOVE/PASSION

BLUE - STRUCTURE

YELLOW - CREATIVE

ex: BLUE & Yellow = Green = PROGRESS

blue & red = purple = PROTECTION = Progress Halt

yellow & red = orange = INCITE = INCINERATING HUNGER = DESCTRUCTIONIST GROWTH = VIRALITY = PROGRESS WARNING (HALT)

OR = INCITE = CREATIVE HUNGER = RAMPANT GROWTH/CREATIVE GROWTH = POSITIVE EDUCACITIVE = self defeating = elevated to HALT as above

---> All greens may progress,

---> all yellows are warnings, as their goals of creation OR destruction may overlap, and must be monitored? (No, in ideal case), and stay steerable -> compassion to embrace towards green, elevated to red where not addressed

---> all reds are leading to fusion or overheat and present closed systems, closed to progress -> red light = progress stopper

REDRED (DOUBLE FIRE/love-hate/closed system, fusion)

YELLOWYELLOW (DOUBLE CREATIVE, energy waste, time waste, abrasion)

BLUEBLUE (DOUBLE STRUCTURE, caught in structure, mirror image, beauraucracy, inertia, no progress)

GREEN

3 colours = infinity

TO DO:

Lessing; Nathan der Weise Ringparabel -> unite approaches and respect all perspectives for common living together in peace. All cultures must be respected, and have dignity, and feel represented and honoured.

Find more applicable ideas maybe from philosophers or scientists that can make their way into the system to be tested. A challenging task, but maybe worth keeping them around and have them in the game.

Edited by PHOBIE
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I think I see what ur doing.

 

the only thing randomized would be the tile-sets, and also the difficulty (which you should have included)

 

- hang on, will check if i can include.

- how to differentiate tilesets, and what mechanic, if you can come up with one?

 

EDIT: I see what you mean: Yes, some things, like tilesets could still be random and maybe should. Also there is alot of variance not yet explored, such as a special enemy type looking for you, or long-range and short-range engagements.

 

EDIT2: Thanks for your feedback and accordingly I added the difficulty slider section.

 

Other options are open ended game modes, where certain missions or types are interlinked, or interconnected, including time shifts, mission "Verstaerkung" , parachutists coming in from another mission, and so forth. People could basically call for reinforcements, and so could the enemy. Ahem.

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Backlog work for the process to see where it aims. Mission types can be drawn from the descriptions such as special teamplay missions that focus on one, more (or other) of the mentioned aspects. This was made for my clan and alliance, but may serve others, in as far as they think it wise.

 

Advanced Player's Guide - The Mind and the Blade

Seek Perfection of Character.
Be Faithful.
Endeavour in all Training.
Be Respectful.
Loyalty is the Essential Duty of the Soldier.

Seek Perfection of Character. Be Faithful. Endeavour in all Training. Be Respectful. Loyalty is the Essential Duty of the Soldier.


This guide is provided for the advanced player's benefit. Apart from the basic Voicecomms Chat Ettiquette
none of this is binding. If you choose to take information from this guide to heart, it will be at your
sole discretion and decision.

This guide tries to provide ways for you to deal with any type of setup or players in a professional way.
When you play with your friends or friendly Clan members, you will have your own way going around interaction.
When you play with strangers, new players or Clan members, or in times of high stress; this is intended to help you
develop strategies to a better gameplay experience.

This guide is meant for the player focused on their advancement and their overall progression in the game:
To be helpful and respectful; to seek perfection of character; endeavour in all training and Clan activites,
and willing to further their personal goals.

Sometimes you will encounter players you would rather not like to play with, but choose to play with
for the good of your Clan or your personal goals. Creating as little friction as you can, can be vital
to those operations. Taking a laid back and more passive stance can yield you better results.

Try to keep your language and topics civil. A good player does not need strong language to back up their points.
Being able to talk and debate in a civil manner will earn you the respect of your peers and will make them remember
your good advice. Do not seek confrontation, but be ready to de-escalate when it occurs. Prefer knowledge over opinion.
Prefer wisdom and experience over idle chatter and schemes.

Try to avoid derogatory talk about persons or about things. Making others feel bad about themselves, another person
or something they like is going to reflect onto your person and impact team morale and performance, possibly slowing
your own progress in the long run. Maintain your friendships and your weapons. Using a weapon too often without
sharpening it will make it go blunt.

Avoid topics of adult content: topics of racism, gender, marital intimacy, disease and violence might make you appear
immature or needy, and spark tensions with other players. Try to set a good example. Do not incite others.
Displays of wealth, personal achievement, and overpowering language do not befit those of firm character.
Their acts will speak for them. You can accept to appear less than you are, if you are more than you appear.

Try to appear self-sufficient and self-reliant. A good player does not crave attention.

"Lounge and Main Warframe channels are for civil chat. Team channels can be 18+ language.
Most populated channels become Team Channels. Do not move to other channels to use 18+ language."

VOICECOMMS ETIQUETTE (MUST READ):

Etiquette for successful voice communication:

Be Tactical: Tactical information takes precedence over casual matters.
Be Empathic: Read the mood. Multiple conversations require own Team channel.
Be Ninja: Do not cause noise disturbance when joining Team channel of others.
Be Nice: Have simple courtesy. Debate but do not argue.
Be Observant: Do not single-handedly dominate the noise level of a channel.

Tactical:

- anyone can interrupt with tactical info. Mission-critical and Clan-critical info precedes.
- try to be brief in your statements if in a mission in order to leave room for tactical info.
- LFG is not considered tactical info. Do not enter a Team Channel and interrupt topic for LFG.

Read the mood:
 
- not getting a lot of answer from your teammates means they are either busy or not interested,
or do not wish to comment. When in doubt, drop the topic and stick to tactical information.
- do not draw out statements if you get no reply. Do not be repetitive. Do not go on rants.
- do not insist on an opinion. If others are neutral, not interested, or opposing it; nothing will come from that.
- if you do not get reply from even one person; try to think why and adjust your topic/behaviour according to your team.

- try to think about how the others feel most comfortable, and the energetic level they are at.
- if 4 people are in a team channel you should probably not take up more than 25% of the time speaking:
unless everyone openly agrees with the topic and wants you to go on.

- do not demean yourself or others: trying to be as uplifting as you can is important for team morale.
- do not be repetitive. if you criticize others only do so once in a constructive manner. offer your help, but do not aspire to do another persons work for them: Instead, try to teach them what they need to work on. Be constructive in your feedback.
- when being criticized: you may say, i made a mistake. only say this once. keep it brief. do not offer that you are a bad person for it, or go on lengthy explanations.
- if you feel a mistake was not yours, reply openly and briefly, or try to offer a different strategy. Be contructive.
- Mistakes are not a matter to mull over, or feel sad about; but a matter to get better. Focus on the present. Have fun.

- Synchronize your gameplay: Stay in formation for the task at hand. Stay in contact with your team, and try to support their movement and actions with your own in the most efficient manner. Constantly work on improving your team play.
Sometimes, little hints are the only thing you get. Try to make the most of the information provided.
- be resourceful and proactive: Stay informed of your own goals and learn about the goals of your team.
Don't keep others waiting for you, maintain a good spirit and a polished arsenal, focus on your task and progression, make new friends.  
- be positive: you may not feel at your best at all times, but try to get the best out of your gaming experience.
acting positive will cause others acting towards you more positively, making the game more enjoyable for you. Have fun.


Ninjas and Noise:

A good ninja will try not to cause noise disturbance at any time. This includes:
- setting your microphone to push to talk if needed.
- try to have a good microphone setup without background noise, so that others can understand you without disturbance.
- common courtesy: debate, but do not argue; do not seek to dominate conversation or noise levels; do not seek to interrupt others. Keep track of latency.
- Be observant of topics; listen to others. When in doubt, take a supportive or passive role in conversations.

Listen to experienced players when they explain mechanics. You might need the information later. Take note of players with good advice and treat them respectfully. They might reply in kind.

Do not get discouraged when superiors criticize your performance or behaviour: You will find that doing so most often they have your own progression in mind. Do not hesitate to be outspoken and candid: Honesty and efficiency are the trademarks of a good player. Your superior should understand.

Player roles:

Make note of the goals of your mission, the requirements, and if there is anyone in charge of the operation.
Before you embark on a mission, make sure that everyone is equipped and ready.
Every objective is your objective: However much you might think that others are responsible; everyone is responsible for the success of an operation.
Everyone is responsible for their own game & own work. If something goes wrong: Be ready to take on every team member's role. Avoid mistakes by anticipating them: be observant. Do not allow yourself to get lulled into a false sense of security.

Gameplay and Peace of Mind:

Some players will listen to music, talk about topics of public interest, comment or teach during a mission, or enter topics of deep conversation. There are players who have a hard time accepting silence, or briefness in talk. Those are the people entertained by talk and the social aspect of the game itself. Other players will try to work, concentrate and seek peace with little words. Try to read the mood and mindset of your fellow player, lest you wear them out, and disturb their peace. Peace is the only way for successful communication. Exercise peace in yourself every day & and strive to bring peace and friendship to others. You will be a better person for it, and you will find love and friendship.


On prolonged expeditions or solo missions, meditation can help to reach a state of mind where the game becomes an extension of your character and you enter a higher layer of perception. To practice meditation is not to everyone's taste. For those wishing to extend their minds, take a quote or concept that seems meaningful to you and reflect on it during a mission. Here are some simple quotes you can give a try.

- Ignorance is the night of the mind, A night without moon or star.

- The superior man understands what is right, the inferior man understands what will sell.

- Failure is unimportant. It takes courage to make a fool of yourself.

- I remain just one thing, and one thing only, and that is a clown. It places me on a far higher plane than any politician.

 

 


 

 

- "Phobie is Warlord for reasons I cannot convince you, it is for the clan, and this is why you have me as a Warlord, to make these types of decisions you cannot possibly understand."

 

- "just interesting that you have to make a simple and bulletproof case to show how @(*()$ crazy it is before they trust you"

Edited by PHOBIE
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Communication continued:

 

COLOUR CODING & CONSTRUCTIVE THINKING COMMUNICATION DESIGN

--Colour Theory & Progress Construction & player interaction & Competition/Ambition

 

COLOUR SYSTEM (SIMPLE TRAFFIC LIGHT SYSTEM)

BASIC_RED_BLUE_YELLOW = TRAFFIC LIGHTS -> Red Yellow Green

 

RED - LOVE/PASSION
BLUE - STRUCTURE
YELLOW - CREATIVE

 

RED - HALT

Yellow - Warning

Green - Progression

 

From previous example:

 

BLUE & Yellow = Green = PROGRESS

 

blue & red = purple = PROTECTION = Progress Halt

 

yellow & red = orange = INCITE = INCINERATING HUNGER = DESCTRUCTIONIST GROWTH = VIRALITY = PROGRESS WARNING (HALT)

 

OR = INCITE = CREATIVE HUNGER = RAMPANT GROWTH/CREATIVE GROWTH = POSITIVE EDUCACITIVE = self defeating = elevated to HALT as above

 

structure + red = blue and red; could show the passion for players and shape them into desire to learn and play and make own designs.

 

There are more combinations, and possibly I got some wrong. As the livestream will be soon, I am trying to give an outline to suggestions, while I can't say they are correct in this form, and much of this is draft, and not encompassingly brought into fruition.

 

It can be seen that blue (structure) can interact with the other lights, to form into progress. Structure alone, or Structure built on structure, would be no viable progressor. Progressive development would respect constructive approaches, and thus player feedback can be shaped into progressive feedback that developers can then use as per their philosophy and goals.

 

Communication between players or between interested people in general can follow those patters to allow for contributions that can be widespread, and ground covering, as in extreme programming on one hand, and be focused in simple, constructive, progressive and reasonable approaches; following like decisions, or likewise thinking from players. In this way, these "friend groups" could work in a way of  "brainstorming" ideas; where the appropriate application can be focused to be simple, cheap, within reason, and without the danger that one single resource or friendly player leads to assumptions or designs that might be non-progressive to the game; because likeminded people would strive for best positive constructive results, and all possible reasons to be heard, before a thing is suggested or proposed.

 

In this way: Structural outlines are met with constructive propositions to shape into a creative approach. There are always more and other options.

Edited by PHOBIE
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Communication II:

 

How do I do this?

 

Example:

 

Players talk about Saryn's "Miasma" ability.

- One player says that Miasma is working "the other way around" in that shorter duration makes it effectively stronger, versus other or all other frames that do not benefit from shorter but longer duration. -> This would be BLUE, the structural approach, outlining procedures and systems, and mechanics that concern the topic in discussion.

 

- The other player says that maybe the way that Saryn is, and that is propagated in her powers, and that make up her roleplaying, could lead to the idea that this is wanted: Because she is Saryn, and special that way, and huggable in her own way. -> This would be the YELLOW, or creative aspect and advancement of the situation or topic, where the other player takes the feedback and shapes it into constructive progression (but with no clear proposition yet, as the other players needs to be heard, both for social interaction and its benefits, also, out of politeness and possibly reason, and also because the original topic came from player One.

 

- The first player then says:

"Ahh! You mean the fictional aspect of the Warframe. This is something that might be interesting!" -> Player One picked up on the Warframe and possibly player identity in the argument (perception, yellow green blue red) and put the conversation on a new and higher level of both educational value, and practice in design. Thus, a new and higher heararchy of thinking and gauging is possible, in that both players are aware of the progress and are also able to see what the other sees. Player One made a reply to identity and valuated player two in the same approach; which will lead to said player feeling good (red/passion).

 

- Now there is a new structure, that has been filled with structure, creativity, passion, and that has progressed.

 

- Player two now tragically fails to enhance on this, or manages to bring a new constructive argument that can serve progression.

 

In former case, player either is full-on blue and filled with structure on their own -> leading to a blue/blue combination that leads to knowledge on both sides, but where one mirrors the other, and both represent structural ways that are not progressed. Or they could be so deeply lost in thinking (yellow/blue) that they fail to answer in time. Either passion (red) (subject to identity & responsibility) or creativity (yellow) (subject to free thought, coming from identity and responsibility) could form a good outcome here.

 

Where player two is successful (the latter case) they could say: "Yes, this is an excellent way to put it, and from there I think that the fictional aspect of the Warframes can be enhanced for many (or all) Warframes, so that everyone has a chance to progress in unique ways."

 

This answer would be progressive, possibly constructive, and respecting the needs for Identity and immersion in the game. Can you find out what colours played a role here? Or even; the colour code for the whole progression?

 

Where respect and constructive effort is established on both sides, and where one partner of the conversation listens to and communicates with the other: There could thus be a way that identity is established, and immersion continues and gets better and progresses in its own time.

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  • 2 weeks later...

Communication IIi:

 

Resources

 

Here are some resources where examples from constructive communication can be derived from. Note that this is a free example, and as stated before and for the other suggestions should not be seen as a fixed or final and for the purpose of propagation.

 

The aim and objective for the creation of this and above was to bring people together in an environment of constructive communication, making a bridge between people of different social, political and religious contexts.

 

Quote: "I know you believe you understand what you think you heard, but I am not sure you realize that what you heard is not what I meant."

 

https://prezi.com/cnj40vitsr7w/destructive-vs-constructive-communication-vocab/

 

"When conflicts arise, whether with a client or a business partner, destructive communication techniques escalate minor issues into major problems. Constructive communication helps you resolve conflicts in a positive way, before they spiral out of control and damage your relationships or career."

 

Source: http://smallbusiness.chron.com/elements-constructive-communication-57362.html

 

"Resolve negative feelings. If you have bad feelings about your partner, take steps to resolve them. Don’t let them grow into feelings of contempt. When you engage in behavior (verbal or nonverbal) that conveys a lack of respect, you are placing your relationship in serious danger. This includes obvious abuse, and also insults, making faces, and name-calling. Any relationship that is plagued by abusiveness and negativity will have a very difficult time surviving."

 

Source: http://www.mainlinehealth.org/oth/Page.asp?pageID=OTH001375

 

Problem oriented, not person oriented.  Problem-oriented communication focuses on a problem that can be solved rather than the person who is responsible for the problem.  An example of problem-oriented communication is if a committee chair were to tell a committee member, "That topic is not on today's agenda."  On the other hand, an example of person-oriented communication would be, "You're off topic."  Person-oriented communication puts the listener on the defensive and focuses the attention on blame rather than on avoiding or solving future problems.

 

Source: http://www.wright.edu/~scott.williams/LeaderLetter/communicating.htm

 

Images:

 

mediation_diagram_zpsxbccrzlk.png

images_zpsusfrmqmt.jpg

childlike-wonder-child-eyes-magic_zpsomj

Family-Powerlessness-over-addiction-Hamr

RSRTetra_zpsp2kfw5qi.png
off%20suit%20co-pilot-child2_zpsf7pteizq

wonder-of-a-child%20jpg_zpsnmg5e1sf.jpg

wonder_zpsjae5br2k.jpg

 

 

 

The opinions, conclusions, and recommendations expressed or implied by this presentation do not necessarily reflect the views of XXX/XXX or anyone personally, as an entity or otherwise, and are created in fictional character of and for a computer game. Copyright to whoever holds them, no infringement or diminishing intended.

 

 

Love,

 

 

PHOBIE & Drasiel

Edited by PHOBIE
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