Reflecting back on my life (a good thing to do occassionally), I was rather amazed to find out what memories popped up at me. Sure, some major times surfaced, like going to Six Flags Kentucky when it was almost empty or my parents' divorce. But, the majority of the memories that stuck to me were the little things in life, a kind word from a total stranger, a stuffed animal at a key time in my life, a round of putt-putt, a smile when I needed one most. It's the simple things that can make a profound impact on someone's life.
So, next time you get an inclination to say a nice word, smile at someone, or give a little gift, do it! It may not seem like much to you, and it doesn't even require that much effort, but the effect you can have is substantial.
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Ah, Caravaneer... I found this game just on Saturday. It's an "old" game when it comes to free computer games, being made in 2007, but that doesn't mean that it's bad. On the contrary, last night instead of watching the Super Bowl, I had taken the time to boot up Final Fantasy X. However, after about an hour into the game, I realized that I was craving some more Caravaneer. Then, I stayed up way too late since it's so dang addicting!
The setup is simple enough: you live in a deserted area with sporadic towns. You just inherited a donkey, a rifle, and $1000 and are trying to make a name for yourself as a "caravaneer", someone who trades between towns. There is no hand-holding in this game, which is one of the things that makes it great (although an auto-save would have been nice). You constantly have to watch out for your food, forage, fuel, and especially water supplies as you travel from town to town. And, travelling is not automatic. You get a map and a compass and have to set your direction as you go (although there are no travelling impediments like mountains or rivers). The question is if you can take that $1000 and build an empire. And, once you do, you will have to pick sides in the conflict of power (or just kill both if you prefer).
One of the best parts is the two-shop system for buying/selling goods: some are bought/sold at the market. There you can always sell as much as you want and buy as much as they have to offer (but prices fluctuate with supply and demand, a novelty I love to see in these kinds of games). Weapons, containers, animals, and other long-term goods are bought and sold at different shops. Each shop offers different items, but the key is that they will ONLY buy what they want to buy. Thus, you can't count on taking guns from robbers as a method of making money (although it can be very profitable when they actually buy the stuff). This adds even a further level of strategy to the game.
Overall: A+
Even with the absence of an auto-save (there are 5 normal save slots), this game really is top-notch. The supply and demand changes combined with the dual shop system and realistic mapping make the game very strategic as well as more realistic than any other game of its type I have ever played. The creators really knew how to make a high-quality game even if the graphics are lacking.
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Going back to the simple things that make a difference, I would like to point out Compassion International. It is a Christian-based organization designed to bring kids out from poverty. It is the finest charity organization I have seen, and 80% of all proceeds go right to the kids (much higher than most charities). They also partner with local churches in the poor areas so they are not just some outsider coming in to help. The monthly donation needed is small ( $38 ) compared to the possibility of getting a child out of poverty. You do not need to be a Christian to participate either. So, please, make a difference in the world :).
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