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So in my franchise I drafted Quinton Byfield but he's not in my team, I know that CHL players are supposed to enter NHL at the age of 20 but is there a way I can call him to play for me immediately? I was really hyped for him.


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One mission calls to mind the classic All Ghillied Up sniper mission from Call Of Duty 4: Modern Warfare; another is almost identical to Death From Above. These are certainly memorable, fan-favorite missions and I enjoyed playing new versions of both of them.

Fully expecting another ghastly CoD campaign, I've been utterly surprised by the shooter I've just played. Be shocked - Call Of Duty: WWII is a decent single-player game. And there's not a loot drop in sight. Here's wot I think:

Call of Duty's return to WW2 might have caused some eyes to roll, but for various reasons it didn't mine. While once the industry was saturated by the conflict, those days were over ten years ago, and if there were ever a series that so desperately needed to go back to its roots, it's Call Of Duty. While the multiplayer has proven enormously popular and inventive in each annual output, the single-player games have degraded to the point of sheer farce. By 2011 they had become so otherly, so laughably desperate to play the game for you, I coined the term "un-game" to ambiguously describe the experience. They were about spectacle - a six hour b-movie marathon of LOOK AT THIS! extravagance and bluster, with absolutely no interest in just letting the player play. And were crass and stupid on top.

On hearing the announcement I hoped that this series, so wayward and lost from its utterly wonderful origins, might perhaps be re-visiting not just the war in which its two great single-player games were set, but maybe - just maybe - the spirit, too.

It's ludicrous that this is something to get excited about, but so dreadful have CoD's campaigns been over the years that it definitely stands out. You're not being asked to follow the NPCs who get to do all the cool stuff - you're desperately, scrappily trying to stay alive while everyone around you is being torn to shreds. You can die! A lot! Dashing for cover is the answer, hiding while braver men are ripped apart by German fire, is what gets you to your goal. And then, rather than watching as the game incessantly snatches control from you to make you look at shit blowing up, you're asked to clear out a series of bunkers to make the beaches safer for arriving boats. And, again, it feels like it's letting you be a part of it. Not the hero, not the only man to save the day, but a soldier amongst soldiers, frantically surviving in a hideous war.

You'll never find the sorts of broad, wide play areas that bolder FPSs have offered in recent years. But what is truly exciting about CoDWW2 is just how fantastically good it is at hiding its rails. This was what most aggrieved so many about that hateful era of FPS games around 2010 to 2013. Those wretched shooters like Medal Of Honor, COD:MW3 and Homefront, that dragged you along their shoulder-wide corridor, throwing a tantrum and killing you if you ever dared wander to the left or right, had their rails shine like they'd been polished for days. Some of the best FPS games always were in a corridor, but they knew how to hide that, how to give you the impression you were choosing which way to go, because the right way always looked the most interesting or fun. And that's something I'm just so delighted to report Sledgehammer have figured out here, letting me feel like I'm picking routes through rabbit warrens, while actually skillfully directing me down the only path I could have taken.

It's easy to rather gloss over how incredibly good the game looks, because CoD games always look incredible. But that's not fair. It's a very pretty game (I finally discovered the cause of a terrible pixelly blurring problem was an anti-aliasing mode called "filmic". Kill it the moment you start the game), and at last, long gone are the terrifying zombie faces that gruesomely haunted the series - the facial animations and details are the best I've ever seen.

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The hardest part about running a Dungeons & Dragons game is finding players and keeping them coming back to your table week after week. We love to pontificate the importance of preparation, building stories, focusing on characters, and all of the rest; but just getting people to show up to a game is tough.

There's a sweet spot for the optimal number of players for a great Dungeons & Dragons game fun. Your results may vary but I've found that four to six players is just about perfect. Any more than six players and it becomes hard to pay attention to any single player long enough to let their character shine in the world. Any less and the creative synergy of the group just isn't as strong.

Some DMs find it difficult to get enough players and others find themselves with too many. We've talked in other articles about how we might find new players when we might not have enough and we offer a few more suggestions at the end of this article. The bulk of this article, however, talks about a technique that I've used to keep a regular weekly game of six regular players and two on-call players going on for ten years.

These core six should be people who commit to attending as often as they can. We know that people get busy and real life things get in the way. That's fine. Our assumption, though, is that, with these six regular players, at least four of them will show up at any given session.

We also can ask these players to commit to letting us know if they can't make a session as soon as they know. To help with this we can send an email or text message to all of the members confirming their attendance to each game, even if we know the game is regular. This helps remind them that they have a game this week and gives them the chance to step out if they need to.

There are lots of players who love to play D&D but cannot commit to a regular weekly game. They might be interested, however, in sitting in from time to time when a seat is free. At any given point, its worth having two of these "on call" players on our list so if any of the regulars can't make it, we can send a note to the first on-call player and see if they can. If they cannot, we can go to the second on-call player.

On-call players can come from one of two places. Either they are players who cannot commit to a regular game but like to play from time to time or they are players who want to join in as a regular member but understand that you already have six regular members. The latter are particularly useful because, if any of your regular players has to step out for a long period of time, they can jump in as a new regular member.

Being an on-call player has advantages to the player as well. It's not a second-class role. It gives them flexibility. Unlike the regular player, they aren't generally committed to coming so they're free to decline when an invitation rolls out. Some players prefer this freedom.

Lives change continually so our group of six players will change regularly as well. People will drop out. New people will come in. Some people who dropped out will come back. Each time someone drops out, we can go to our on-call list and see if one of the on-call people wants to join as a regular member or not. Hopefully at least one of the on-call players wants to jump in as a full time player. Otherwise its back to the hunt for a new player but at least the on-call players can fill in from time to time when able.

Sometimes a full-time player needs to step out but can still stick around as an on-call player. This happens often as our lives change. Sometimes whatever happened in their life changes again and they switch back to a regular. That's all part of the cycle.

As people move on and on-call players become regulars, we want to continually keep up our group of six plus two. Maybe we even want more on-call players if we can get them. As long as people don't mind not getting called all the time we can keep as long an on-call list as we can. We can even run alternate games once in a while with just the on-call people to keep them at the table.

One-shot games are a fantastic way to feel out players and let them feel out you and the rest of the group. Not every player works well with every DM and vice versa. Its best to have a single game at a different time and maybe at a different place just to try things out and see how it works. However we meet new players we can use one-shot games to ensure a good fit on both sides.

This way we're not inviting someone sight unseen into a long campaign only to find out its a poor fit. At that point we have to have the conversation to ask them leave if its not working out and that's no fun for anyone. One-shot games avoid that problem. If you're not sure after a one-shot game, maybe run another one-shot game. Generally, if you're not sure after a couple of games, you're probably best looking for another player elsewhere.

So one-shots are a great way for DMs and players to see if they work well together. But how do we actually find those players? There's no perfect answer but here are a few suggestions that came up in numerous discussions on the net: ff782bc1db

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