What would they sell at a Google Store?

chromebookRumors of a physical Google store have appeared on many blogs and news outlets recently. Some of the topics have included what approach Google would take to a store and what pitfalls to avoid. While listening to All About Android the hosts asked what would they sell? Sure Google has some products but they were at somewhat of a loss if you could really have a whole store for products. I felt it might be interesting to look at potential products that would grace the shelves of a Google store.

Nexus 4

The Nexus 4 is Google’s fourth Nexus branded smart phone. The Nexus 4 is manufactured by LG Electronics and starts at $299. There are two models in the Google Play Store of the Nexus 4.

Nexus 7

The Nexus 7 is Google’s 7-inch tablet that set the standard for Android Tablets. The Nexus 7 is manufactured by Asus and starts at $199. There are four models in the Google Play Store of the Nexus 7.

Nexus 10

The Nexus 10 is Google’s 10.1 inch tablet that followed the Nexus 7. The Nexus 10 is manufactured by Samsung and starts at $399. There are two models in the Google Play Store of the Nexus 10.

Google TV

Google TV is a Smart TV platform that can be integrated in a home theater as set top box or in the TV itself. Google does not currently sell Google TV devices in the Play Store but a physical store would be an ideal location to display Google TV devices.

Nexus Q

The Nexus Q was a media streaming set top box introduced and canned by Google in 2012. If Google brought back the device at a lower price point, it might also do well in a store location.

Google Chromebook

Google currently carries three models of the Google Chromebook on Google Play. The Acer C7 comes in at $199, the Samsung Chromebook at $249 and the new Chromebook Pixel is 1,299. A physical store might be an ideal location to display the differences between the three models.

Google Glass

Glass is Google’s augmented reality eyewear that will be released in 2013.  They will be sold for less than $1,500 and sound like something out of a science fiction novel. Google Glass could justify a physical store on it’s own just so users could see the technology displayed.

Accessories

Google has several accessories for each of these products and if they had a store, I would expect more.

Looking over the various Google Products I could easily see them filling a small store with display models of all their products and some inventory on hand for sale. I could see a physical Google store as a great place to show case some of their newest products and really give a consumer an idea why they need to buy the product.

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D&D 4e Summary – Game Session 1

winterhavenWe met our young protagonists when they were just finishing painting a section of the village wall. It had been a long hard day and they decided to try their hand at getting something cold to drink that would wipe their day away. With not having yet reached their feast night as adults… Salvana Wrafton (inn keeper) was not going to sell them any of the frosty beverage they had planned on. Thomas and Chip felt the only sensible thing to do was walk in like they owned the place and walk out with a large cask of ale. That plan didn’t work out too well for them. Mistress Wrafton took the ale and pelted them goo with a large cooking spoon. Didi tried using her stealth to get a cold drink but she was discovered on the way out and after some failed climbing… ended up also running back to camp. Later that night a lizard had an up close and personal experience with Thomas… it could be just chance or a fun prank.
 
The next day started early in the morning and you found yourselves marching out several leagues on a patrol. Just after starting on your way (back to the village) you were attacked by rust colored lizard humanoids. You found out these creatures were Kobolds and the group found a way to defeat all of them. You found some silver and took the heads of the Kobolds as a bounty. The group also found and distributed the Kobold weapons and armor.
 
After returning to the village you told your tale to Captain Kelfem and Lord Padraig. Lord Padraig was so pleased that he had your feast night that evening and told you to discover the lair of the kobolds that evening. The group went to Marcus to have the Kobold shields appraised and then went to Valthrun the Prescient to have the magical properties identified. The next morning a little tired and maybe hung over… you marched out and found yourselves at the same ambush point. This time there was a cart set to act as cover for the Kobolds but you defeated them even more easily. You divided up what you could recover from the corpses and then we stopped the game for the evening. We left the players debating if they wanted to make camp and rest or continue on to clear out the Kobold lair.

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Branding in a political campaign

Branding in a political campaign – It’s not just a buzz word

Just as it is for businesses, successful branding is essential for the success of a political campaign.

But what is a brand? In a business setting a brand is the “name, term, design, symbol, or any other feature that identifies one seller’s good or service as distinct from those of other sellers.” When applied to a political campaign the application of a name, key terms, symbols and other features help to make the candidate distinct from other candidates. Branding in a campaign will occur no matter if you plan it or not and most often when you don’t plan for it is when it will negatively impact you.

What are some elements of a brand and how do I use them to help my campaign?

Establish your name. Do you want to use your full name to be distinct? Do you have a nickname to insert that would be appropriate for the campaign? Do you want to use the less formal version of a first name? These are all important aspects to think of when starting your campaign. You will then want to register a website domain under the the form of your name you will use for branding purposes. By establishing your own website this way, you will help people find you as they look using search engines. Avoid pitfalls such as using too long of a name in the domain name. Domains such as: johnsmithfor20thcongressionaldistrict2012.com are very specific but it’s a little too long. I would recommend using a few less words. You will want to use your name again in the title of the website along with the office you are seeking. After registering your domain make sure to claim your name in other social media such as Facebook, Twitter, Google+, Linkedin, ect. Claim your name and establish your online presence before someone else does.

Establish a tagline. A tagline helps convey a short message about yourself to potential voters. Let’s look at my tagline as an example. It’s “Fiscal Conservative, Socially Tolerant, Open Source Advocate”. It’s short but conveys important information about me as a brand. It tells people where I stand on fiscal issues, social issues and technology. In the case of a political campaign you might want to place a few central ideas you believe in or a slogan. This all helps to build any idea about you as a candidate in the mind of the voters.

Establish a Logo. Wait what? A logo you say? Campaigns use logo’s on t-shirts, buttons and other campaign materials. They can also be used as a favicon on your website and social media presence. A logo should be simple and if you are American tossing in some red, white and blue never hurts. If all else fails pick a nice picture of a flag. Many good political logo’s are just remashes of the color scheme and feel of a flag.

Establish a primary image. You might not be a model but anyone can dress up and take a nice picture. If you have a friend that’s a budding photographer a quality picture can be easy to obtain. Don’t use an ordinary snapshot. This is your first impression with the voters. Use something that makes you look like you already are in office and people will start believing you should be there. Even if you are just running for a water or school board, a professional image helps sell you as the candidate. Don’t skimp on this step!

I hope these guidelines will help some some young person run a grassroots campaign. These guidelines have helped me with my own campaigns and the campaigns of others in the past. I’ll follow up this post with a few others in the future so please check back here if this article interested you.

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Welcome to the Nentir Vale (4e D&D)

Introduction

The Nentir Vale is a point of civilization surrounded by wildlands. Long ago in the ages of Legends Past there were great kingdoms, cities and heroes that roamed the land. You (your character) may have even have even listened to legends that were said to have happened in the Vale. Those time were long ago and your life as a villager in Winterhaven has largely peaceful and mundane. Sure there are large families of both humans, dwarves and elves in the village but there is hardly anything legendary about them.

 

The walled village of Winterhaven is itself a small isolated farming community situated between the Cairngorm Peaks and the Cardbury downs. To the east is the town of Fallcrest. The people of Winterhaven are a tough, tight knit community that is suspicious of outsiders.

Start of an Adventure

The adventure will begin in the village of Winterhaven. The adventurers will be young men and women on the edge of reaching their rite of passage as adults. In Winterhaven all able bodied members of the village must be members of the militia called the Warriors Guild. When a person reaches adulthood they must undergo some basic training and may later be called up in a time of need by the Lord of Winterhaven. After the training is complete all celebrate in a feast recognising the the new adult member of the village. We will join the story as our young adventurers are preparing for this training and are excited about finally being considered adults. You might even consider on going on an adventure to see the town of Fallcrest to the east, before you have a family of your own and settle into village life. That might be what you are thinking but fate has larger plans for you.

 

Geography and History of Winterhaven

The rutted King’s Road leads to the foot of a broad hill that holds the walled village of Winterhaven. The village is nestled in the southern foothills of the Cairngorm Peaks. The walls are weathered stone topped by defensive palisades.

 

Small thatched homes stand around Winterhaven, each fronting a small piece of farmland or pasture. Beyond the farms to the west and south lie dark woods, and to the north, tall mountain peaks.

 

Most residents of Winterhaven have never traveled beyond the village vale. The majority of villagers are farmers, though the walled heart of Winterhaven employs various craftspeople as well. Wagons occasionally head east down old King’s Road from Winterhaven to find trade with the next village, which lies five days away. Sometimes wagons come into Winterhaven, causing the villagers to excitedly gather in the Market Square to hear news of the outside world and to buy new and exotic goods.”

 

Population: 977; With most living in the farms to the west and south of the village.

 

Leadership:

Ernest Padraig, the Lord of Winterhaven, is descended from the noble family that ruled the area under edict of the old empire. Folks around Winterhaven were happy with Lord Padraig’s fathers authority, and they have found answering to the rules of the new lord no more arduous.Padraig commands the Winterhaven Regulars, a core group of ten soldiers who perform guard and police functions in and around the walled portion of the village.

 

Demographics:

The population of Winterhaven is predominantly human, with a scattering of dwarf families, and a handful of individuals of other common races, including a couple of elves.

 

Economics:

Winterhaven is primarily an agricultural village based on barter and trade, though Lord Padraig keeps a monetary system afloat with his own coin. Adventurers should have no trouble purchasing appropriate items for which they have sufficient coin.

Winterhaven Notable Locations

1. Outer Gate and Walls

Open by day, closed and barred at night, the outer gate is policed by two guards regardless of the hour. They nod amiably to locals, and point travelers (whom they assume to be traders) to Wrafton’s Inn. Winterhaven’s walls have a narrow parapet extending around the inside edge.

 

2. Wrafton’s Inn

This spacious inn and tavern serves as the public house for the region. Like alehouses everywhere, Wrafton’s Inn offers beer, wine, and, on occasion, spirits. Meals are served for those with the coin, and beds for travelers are available. A crowd of villagers gathers each night to drink, gossip, sing, and play games of chance.

 

In addition to village residents, any travelers passing through Winterhaven are found here. Wrafton’s owner and proprietor is a female human named Salvana Wrafton. She employs several waiters, waitresses, and cooks. Salvana is friendly and open, quick with a smile and a warm welcome.

 

3. Market Square

Every other day or so, carts and wagons gather in the square and offer goods to the people of Winterhaven. Once each week, the official Market Day acts as a siren’s song, calling most of the villagers to shop and socialize in the square. Farmers sell produce, hunters hawk smoked meats, villagers sell crafts, and sometimes a trader from the east sells implements or costly goods.

 

4. Stables

On market days these stables are filled with mounts and other beasts of burden used by sellers to haul wares. Travelers can stable their mounts here for 2 sp per day.

 

5. Smithy

A dwarf named Thair Coalstriker owns the village smithy. Adventurers can purchase a variety of mundane wares here, including spikes, weapons, heavy armor, and so on. Simple weapons are readily available, but military weapons require one day to complete, and superior weapons require a week of work.

 

6. Valthrun’s Tower

This five-story structure is the highest building in Winterhaven. The tower is rumored to be over 300 years old, and Valthrun the Prescient is its most recent resident.

 

7. Bairwin’s Grand Shoppe

Bairwin Wildarson traveled the world, or so he claims, before setting up shop in Winterhaven ten years ago. He has a variety of items available for sale, including potions of healing.

 

8. Warrior Guild

Winterhaven villagers can join the Warrior Guild and train, once per week, in basic sword and shield skills. The guild trains in Market Square on days when the market is not open. Some citizens earn militia pay (a few silver pieces per year) by training at least once per month and being on call for emergencies. Rond Kelfem, captain of the Winterhaven Regulars, also oversees the Warrior Guild. He can be found here, in the barracks, or on guard duty, depending on the time of day.

 

9. Tenements

The large tenement structure features apartments for the village residents who don’t own farms or who work in the businesses within the walls. Several families also live in the homes (buildings labeled H) on the west side of the village. Most of the villagers who live outside the walls are farmers and crafters who bring their wares to the Market Square to sell or trade.

 

10. Temple

This large stone structure is the village temple. Of the several deities worshiped by locals, Avandra, goddess of luck and change, is the most prominent. The temple priest, Sister Linora, runs services in the temple three times per week, but otherwise she is not often present. She prefers to travel among the homes outside the walls, dispensing care to villagers and animals and helping with various farm projects.

 

Winterhaven has a graveyard for which Sister Linora serves as caretaker. The graveyard is located a short distance south of the walled town.

 

11. Inner Gate

This gate is closed and guarded by two Winterhaven guards during the daytime. They sternly regard anyone who approaches and question all who wish to visit Lord Padraig in his manor without an appointment.

 

12. Winterhaven Siege Supplies

Though it hasn’t happened in many years, on occasion Winterhaven comes under attack from bands of goblins, kobolds, or even gnolls. When such an event happens, the villagers seek refuge inside the walled keep and subsist on the supplies of water, flour, and other basic foodstuffs stored here.

 

13. Winterhaven Barracks

This military-style barracks is home to Winterhaven’s ten professional guards, the Regulars.

 

14. Manor House

The manor house where Lord Padraig, his wife, and their four sons live is a beautiful example of stone architecture in a village otherwise composed of thatch and wood.

House Rules

The theme of these rules is playing with respect for each other. You’ll see that theme again and again. We are always open to feedback of any kind. Almost all the mechanical rules we use are standard D&D 4th edition.

 

  • While the game session is being played, the DM’s decisions are final. This is not to say that he won’t listen to an argument or objection, but he will not let the argument prevent the group from playing on. If you have an objection to something currently going on, raise the issue and we will discuss it briefly. The DM will then make a ruling that will be in effect from that point forward. If you wish to discuss the issue again, just bring it up anytime after the session (perhaps by email). The DM will be more than happy to hash anything out and will change the ruling, if necessary for the future. Fun and fairness are our priorities.

 

  • During a combat encounter, try to be prepared with your next action. Combat takes the longest amount of time when people are not prepared to decide what they are going to do. It should not be hard to at least have some idea of what you want to do next. This will help to keep everything moving smoothly. Your character doesn’t even get six seconds to consider his action, so you shouldn’t need that much longer. If you are not prepared for your next action, the DM may move your action behind the next position in initiative.

 

  • For Character Creation we will use the point buy system of 22 points. Players may start with any mundane equipment a 1st level character is capable of purchasing. Players must speak to the DM if they wish to play an evil or uncommon character race or class.

 

  • If you can not make a session that you previously agreed to attend, please give as much notice as possible so that the group is aware of it.

 

  • Players roll the dice out in the open and are always open to share their character sheets with the DM if asked.

 

  • Know the game rules the best you can. All players should know the following from the PHB: Three Basic Rules (p 11), Power Types and Usage (p 54), Skills (p178-179), Feats (p 192), Rest and Recovery (p 263), All of Chapter 9 [Combat] (p 264-295). A player needs to read the sections for building his or her character — race, class, powers, feats, equipment, etc. But those are PC-specific. The above list is for everyone, regardless of the race or class or build or concept they are playing. This doesn’t mean you have to memorize all of them (I don’t know them all), but at least those that pertain directly to your character. This includes special abilities the character has, skills, feats, spells, items, etc. The only other big area to know is the combat rules. We know it takes a while to get them down, but knowing them makes the game go faster and keeps things fun. If ten sessions go by and you still are stopping the game on your turn with basic stuff, or everyone discovers a lack of proofreading abilities on your part has made your character overly powerful and nobody knew – people tend to treat that sort of thing as a little disrespectful to the group.

 

  • Experience is awarded by overcoming challenges and accomplishing the goals of the party. I will be experimenting with an alternate experience award system to make tracking experience easier.

 

Characters gain a level for every 10 experience points.

 

Characters receive 1 XP for each encounter, including “roleplaying encounters” and skill challenges. Usually, there is an average of 4 encounters per session.

 

Characters may receive 1 XP per session for a “roleplaying bonus” or quest bonus.

 

  • Minimize or eliminate meta-gaming talk during the session. Speak through your character. An example is telling another player to perform an action differently when your character can not even see him/her. Meta-gaming talk just pulls everyone out of the immersion of the game world and turns the game from a roleplaying game into a strategy game.

 

  • Try to keep out-of-game references to a minimum. We understand that it will be impossible to eliminate them completely and that sometimes they can provide a welcome relief. We are here to have fun and as long as the references aren’t too common, they are great. On the flip side, talking about last night’s basketball game for 35 minutes while your friends are waiting to roleplay can really be a buzzkill.

 

  • We are always open to more ideas such as the ones above as long as they 1) make the mechanics of the game flow more smoothly and 2) are simple.

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