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  • #1
    Malcolm Gladwell
    “We have given teens more money, so they can construct their own social and material worlds more easily. We have given them more time to spend among themselves — and less time in the company of adults. We have given them e-mail and beepers and, most of all, cellular phones, so that they can fill in all the dead spots in their day — dead spots that might once have been filled with the voices of adults — with the voices of their peers. That is a world ruled by the logic of word of mouth, by the contagious messages that teens pass among themselves. Columbine is now the most prominent epidemic of isolation among teenagers. It will not be the last.”
    Malcolm Gladwell, The Tipping Point: How Little Things Can Make a Big Difference

  • #2
    Malcolm Gladwell
    “When people are overwhelmed with information and develop immunity to traditional forms of communication, they turn instead for advice and information to the people in their lives whom they respect, admire, and trust. The cure for immunity is finding Mavens, Connectors, and Salesmen.”
    Malcolm Gladwell, The Tipping Point: How Little Things Can Make a Big Difference

  • #3
    Malcolm Gladwell
    “Those three things—autonomy, complexity, and a connection between effort and reward—are, most people agree, the three qualities that work has to have if it is to be satisfying. It is not how much money we make that ultimately makes us happy between nine and five. It’s whether our work fulfills us.”
    Malcolm Gladwell, Outliers: The Story of Success

  • #4
    Jon Peterson
    “He ties this sorry truth to four fundamental deficiencies in existing wargames: first, that the umpire’s judgment is constrained by the rules; second, that the rules themselves are too rigid to apply to realistic battlefield situations; third, that the calculation of points of damage is overcomplicated and ultimately of little value to the simulation; fourth and finally, that the complexity of the rules is a discouraging impediment to learning the role of the umpire. These criticisms, once they became known to”
    Jon Peterson, Playing at the World

  • #5
    Jon Peterson
    “The extremely high price of $10 (in 1974 dollars) for three slim pamphlets in a box must have sorely tempted consumers to take matters into their own hands; in the American Wargamer, George Phillies judged that “the rules are rather expensive—sufficiently over the cost of copying them, I think, that there are probably more pirate Xerox copies than licit copies in the world.” [AW:v2n8] Gygax would later conjecture, “I have no way of knowing how many pirated copies of D&D were in existence, but some estimates place the figure at about 20% of total sales, some as high as 50%.”
    Jon Peterson, Playing at the World

  • #6
    Jon Peterson
    “The notion that the dungeon master “wins” by designing a popular dungeon must have a special resonance for someone who writes fiction for a living—the dungeon master here succeeds in much the same way that he as an author succeeded when his novel sustained the interest of readers and impressed them enough that they might look forward to a later work. The process of running a game shapes a story collaboratively with the players, and a dungeon master who tailors events to meet player expectations will be rewarded with repeat customers.”
    Jon Peterson, Playing at the World

  • #7
    Ralph Waldo Emerson
    “Finish each day and be done with it. You have done what you could. Some blunders and absurdities no doubt crept in; forget them as soon as you can. Tomorrow is a new day. You shall begin it serenely and with too high a spirit to be encumbered with your old nonsense.”
    Ralph Waldo Emerson



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