Do I understand it correctly, that when a player touches Vlagomir's spear in H30 (Caves of Hunger), the player grows into a huge (21 feet tall) Giant and stays in this form forever (or until a greater restoration spell is cast upon them)?

I'm trying to test out my Spark AR filter by mirroring it to my Samsung Galaxy S7 (I'm working on a PC). I've turned developer options on, opened debugging via usb, and have the newest version of both studio and the player app downloaded. This is what I'm seeing.


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Meta Spark Player is the companion program to Meta Spark Studio which you can use to visualize and test the augmented reality effects you design. With this player, you will find it very easy to check the final result of each design and detect any possible errors that need to be corrected.

Meta Spark Player features a really simple interface that is focused on the visualization of the different effects. Just export each of your creations that you have designed in Meta Spark Studio, and then open it with this simple player developed by the company led by Mark Zuckerberg.

Downloading Meta Spark Player for Windows allows you to have this useful virtual reality effects player designed with Meta's tool available on your desktop. As a result, you can export your creations to Instagram or Facebook with all possible display errors well corrected.

Soon, you'll be able to download additional marketing materials to support this promotion, including posters and social media posts. You may print the posters and display them during Prerelease week to get players interested and encourage them to return in a few weeks to participate.

Only Sealed format Prerelease events scheduled using the official Prerelease template in Wizards EventLink will contribute to future Prerelease Pack allocations, so keep that in mind as you put your Prerelease week events together. We encourage you to run events geared towards new players as well, whether you decide to make it a Jumpstart Prerelease or a more casual Sealed Prerelease.

In a few weeks, all will be one with Phyrexia. Start your preparations by scheduling events in Wizards EventLink and keeping an eye out for more downloadable marketing materials in the coming weeks so you can share the details with your players.

Have any of you Spark drivers played music on the Spark's radio from a MP3 player? I have a Sansa Fuze MP3 player and it has tons of my favorite music stored. However when I connected the MP3 player to the USB port in the car, it would not see any music files from the Sansa. It however was electrically connected because the Sansa player indicated it's battery was getting charged by the car's electrical system, which jives with the car manual. The cable I used to connect the MP3 is the same I use to connect it to my computer and it works fine. Since the Spark did not come with a CD player, the MP3 route is the only option to play my personal music files.

Format the USB drive to 16 fat if it is formatted to Apple extended or some other format this is what to do..then as Tozzi said..just put the MP3's on it..works just fine and I use several smaller capacity USB drives that have different types of music as well as a bigger capacity stick with a variety of maps re-scaled to fit the screen. 3rd party player like yours are mostly not recognized by the MyLink the way Apple players and Phones are.

The LookSpark is a small, simple white book, with easily legible text and very little internal art. It's sparse in its presentation, which does make it easy to follow - layout is clean and basic, and the index and table of contents are useful and straightforward. The only real problem is that the book doesn't "pop," which is something I'll talk about anon. Setting CreationSpark asks players to first decide if they're going to use one of the included settings or create their own. I'm sure the included settings are perfectly serviceable, but I didn't find them especially compelling, especially next to the possibility of designing a setting. I love collaborative world-building in games, and my experience has been that even when players aren't enthused about collaboration in play, they tend to enjoy the process of world-building.

In Spark, world-building takes a session in and of itself. First, all the players name a piece of media, be it a movie, TV show, RPG, album, comic book, etc. Then everyone identifies what it is about that piece of media they like. The group then works together to mesh these disparate factors into a cohesive setting, and gives the genre a name.

Part of designing the setting asks the players to generate a number of setting Beliefs; the GM then chooses a number of them to represent the setting. Players also help create Factions (interesting point: Faction creation progresses in two "rounds;" in the first, everyone names a Faction and in the second, everyone gives a Faction a mandate, defining it. This means that you might wind up providing the mandate for a Faction someone else made up), NPCs, and Agendas (which provide the fodder for the first session).

Playing through the scene is where Spark differs from other roleplaying games. Most of the time, players describe what their characters are doing, and the GM asks for rolls based on whatever criteria the game uses. In Spark, all players make declarations about not only what their characters do, but what happens in the story. If you want to decide that an NPC does something, that an event happens in play, or that your character influences another PC to take a particular action, you can - and as long as no one disagrees, it's considered to be true. If, however, another player (including the GM) disagrees with a declaration, the people involved roll for conflict.

Conflict is pretty straightforward: The first player has already made their declaration, while the player disagreeing puts forth a counter-offer. Other players can support one side or the other, or put forth their own suggestions, and then everyone rolls the appropriate trait (if a player is controlling an NPC for the conflict, they roll Spark). Players also add a score for a character's Talents. Highest roll wins, but players can spend Influence or take Harm to their traits to increase a roll, meaning the end of a conflict can become a game of chicken as both sides spend resources to get the higher result.

Once a scene ends (this happens when the Question is answered or when it becomes clear that it can't be), the players look over their character's Beliefs. If they challenged or confirmed a Belief, they get an Influence point. The GM does the same thing with the Setting Beliefs. This, of course, is meant to encourage you to frame scenes in such a way that Beliefs are important.

Actual PlayI ran Spark in two sessions: World building (which I linked above) and a one-shot player session (which you can see here). I've also run and played similar games (i.e., games that require collaborative input from the players), so although not all of my players were necessarily enthused about Spark's setup, I think that with the right group it would work just fine.

One thing that jumped out: The PCs in my game never spoke to each other. That isn't really a reflection on Spark per se, just that the players in my particular game didn't make characters whose agendas were complementary. As such, they never started in the same places, they worked at cross-purposes, and two of them spent almost all their resources trying to win a conflict, allowing the third a great deal of leeway in the final scenes. It would be interesting to me to see a game of Spark where the players paid more attention to making sure that their group had some cohesion (which is something I would have emphasized more during character creation, had I thought about it).

Game play was pretty intuitive, though. Scene framing only took us a scene or two to catch on to, and then after that it went very smoothly. Making declarations took a little more work; again, that's something that will be down to your players. If they're very used to more traditional games, and only taking narrative responsibility for one character, moving a more shared narrative might be a steeper learning curve. Likewise, since conflict happens when someone disagrees with a declaration, it's useful to know exactly what constitutes a positive declaration (fortunately Spark has a handy list).

To me, the strength of the game is in the world building system. A lot of games use something like it (the city-building system in the Dresden Files RPG is rightly acclaimed, for instance), but Spark's is the only one I know of that harnesses gamers' love for other media and asks them to distill out what they love about a particular item for use in a custom-made setting. It's a really innovative way to make up a setting, and it has a concrete, step-by-step approach that means that a group comes away from the process with a solid understanding of what the setting is and what it's about. Likewise, the game's system does what it does well. I'm not going to say it's universally appealing - I've had enough experience with players who don't enjoy shared narrative games for that - but for a shared narrative game there's a solid enough framework that it doesn't feel confusing or hand-waved. e24fc04721

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