[GET] Andre Chaperon and Michael Hauge – The Hollywood Story Method for Marketing Professionals | Proxies-free

(GET) Andre Chaperon and Michael Hauge – The Hollywood Story Method for Marketers

Storyfluence Workshop: The Hollywood Story Method for Marketers

The three of us were on our second bottle of red, so the conversation became more open and fluid.

We shared things that would normally have been hidden behind the curtain in a black box under normal circumstances.

Amazing steak, washed down with expensive wine, has an almost magical ability to strengthen the relationship and create a deeper connection.

The conversation had shifted to storytelling.

I mentioned that the better I got in it, the more money I made. Not just by e-mail, but wherever people read what I wrote.

He said, "Do you know what I'm doing? Â "

I waited while Daegan nibbled a large piece of Wagyu cow. â € œI pay a Hollywood story consultant to coach me.â €

Chew even more. Another sip of Bordeaux.

"Only one of the tales he helped craft me allowed me to spend over $ 315,000 in just one evening. He has changed how I think and how I communicate

You will learn how to tell your marketing story in the EXCELLENT way that causes the most EMOTION.

This is not just for "e-mail writing" (though it certainly can be applied to it) …

… but for every story you want to tell in your marketing funnel.

No matter if it is:

original story,
the story of another (one of my favorites),
presale story,
E-mail introductory story (another favorite),
Case study and instruction story,
… or even a story in a sales message:
Sales letter,
or stage presentation.


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Story of Playing – Origin of & # 39; Air Breathing Mermaid Charm & # 39;

My guess is that the source of this phrase was a thread in the old White Wolf forums that have been deleted because I can not find the original post on Google.

In essence, the idea of ​​the Air-Breathing Mermaid problem is a critique of a mechanical widget (spell, power, equipment, etc.) that allows a character to do something that would normally have been implicitly possible without the problem. This is usually added in a booklet – the archetypal example of this would be a hypothetical spell that allows mermaids to breathe air. Before the release of the spell, it was generally assumed that mermaids could breathe both air and water. After that, however, this means that mermaids can only breathe air when they first cast the spell.

It can then be rephrased as an "Airborne Mermaid (Mechanical Widget)", like the "Airborne Mermaid Charm" that you asked in the question to refer to the specific type of mechanical widget you refer to ,

An example of this type of thing in Exalted is the 2e addendum to Oadenol's Codex, which introduces advanced rules for the creation of magical items, including a set of minimum statistics requirements and rules for the interaction of various crafting qualities with the process. In the 2e ground rules, there was a charm called Craftsman Needs No Tools, which overrides penalties for the lack of tools. The Oadenol Codex states that it is only considered as one particular stage of the workshop (imposing penalties for making magical items) and then a new spell is introduced that cancels these new penalties.

c ++ – How best to implement the story functionality (dialog and cutscene management, etc.) in a role play?

I would like to know how to best implement the story functionality of a roleplaying game. I'm writing the game in C ++ using the SFML graphics library, and I've implemented drawing tiles, layer loading, and moving players. However, I am not sure how to implement the story exactly. How would I implement when to create cut-scenes, what to do in cut-scenes, change in dialogue and dialogue options affect the game? I plan to have the dialog in JSON files in a similar format

"dialogue" :[
        {"type" : "dialogue", "character" : "player", "text" : "dialogue here", "result" : "next"},
        {"type" : "dialogue", "character" : "character", "text" : "more dialogue", "result" : "next"},
        {"type" : "option", "options" : [{"text" : "option 1", "result" : "goto 4"}, {"text" : "option2", "result" : "goto 5"}]},
        {"type" : "dialogue", "character" : "character", "text" : "from option 1", "result" : "next"},
        {"type" : "dialogue", "character" : "character", "text" : "from option 2", "result" : "next"}

Is this a good way to do this?
Should I also consider embedding a scripting language like Lua for cutscenes and other superordinate tasks?

defense expert pwned: the best educational story for computer dolls

Once again, I would like to explain to a computer doll (one of my family) that when you were mortgaged, you made no mistake and that even the best of the best in the security world happened.

So a story after answer.
The main criterion is the triviality and obviously for Dummy
Bonus point is when the user is an expert and the violation has the biggest consequences.
I'll use it as an example when Nobodu writes something about it, but there should be far better examples: do not trust your employees, whatever happens is not obvious except the NSA or similar, and actually take action many times the safety of a company (as far as I know) when teaching about someone who is not competent enough.

Of course, it's very interesting to have as much history as possible, as a bogus misconception is that a security problem is extraordinary and not an inevitable routine, indicating that there is nothing to do but reinstalling Windows, using it if ccleaner for something security-relevant (ccleaner at least removes giga from junk)

Please comment on this question instead of devaluing it if you think something is wrong. I will improve the question if possible.

Have you seen your story?

I have the sneaky feeling that my Facebook is being seen by some people who are not friends. To prove it, I've started adding images and videos to "my story" and making it public if I can capture them by seeing their names appear in my views. So far my Facebook friends have turned up and then everything from "1 other" to "6 others". Who are these? Why are not names displayed? I have three more fake accounts that I created for gaming purposes, and I signed in with them and …

Have you seen your story?

Magical Items – How To Deal With The Inventory And Story Of A Player Who Is Going

One player recently left my group. It was mutual and not unexpected, and during the last session the character left for an unspecified purpose.

The character (legitimate-good wizard) who went had some magic items:

  • A powerful necromantic artifact.
  • The spell book of a wicked necromancer.
  • Various scrolls and potions

These items were not an integral part of the story, and I feel fine to make them disappear along with the character. Since the player was a bit problematic, I do not want the focus of the next sessions on his character – I want the focus to be on the remaining players.

However, it seems that my players feel that they do not know the value of their money and want to sell it to the highest bidder.

I would like some advice on how to use the assistant's inventory and some general advice on how to handle such cases normally in the game.

dnd 5e – Recommended length of the back story

Personally, I prefer to keep my characters 'backstory brief and generic so that actions in previous adventures have a significant impact on my characters' actions (eg, during a campaign, my character became an alcoholic trying to impress viewers and this caused alcohol to carry over other prey). It works quite well, but other members of my party have begun to write very detailed background stories that are interwoven.
So the question is:

How much detail should I include in the backstory of my characters so as not to annoy other players?

Would the Democrats ever invent a story and try to accuse Trump?

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