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Iron Wolves Lay Siege to Hell
We examine the history and game theory behind the internet-based multiplayer computer game Diablo II, released by Blizzard Entertainment in 2000, along with its expansion Diablo II: Lord of Destruction in 2001, using it as a lens to explore the evolution of siege warfare—from the earliest fortified city-state models and epic tales like the Fall of Troy, through the long history of siege tactics, beachhead establishment in enemy territory, preemptive warfare strategies, the development of specialized divisions, and full-spectrum fourth-generation warfare—ultimately tying these age-old strategies to the concept of striking at the “Heart of the Beast” in its lair and applying them to the modern cultural conflicts of the Great Awakening.
SSS Episode 157 – Noticing Patterns with Miss Shelley Tasker III
Episode #121
With Blackbird9 discussing control systems with Travis.
William takes a break from watching CHiPs to talk about Jewish power and influence, and occultism in high levels of government and control systems.
Iron Wolves Party Up In Kurast
We continue to examine the history and Game Theory behind the Internet based, multi-player computer game Diablo II released by Blizzard Entertainment in 2000 with an add on module Diablo II – Lord Of Destruction in 2001. From the earliest forms of human social dynamics, to the domestication of Honey Bees, to the early City State social orders, to the great ship voyage of Jason and The Argonauts, to the development of meritorious orders of military, church and academia, to the rise of the Knights Templars and Freemason Orders, to the rise of the Boy Scout and Girl Scout Programs, to the development of modern Certification programs, to the rise of NGO mob politics in 4th Generation Warfare, the host examines the role of the skilled and experienced Quest Party in our long history of Identity Politics and how it manifests in our current Culture Wars.
Defense to Offense in Lut Gholien
We examine the history and game theory behind the internet-based multiplayer computer game Diablo 2, released by Blizzard Entertainment in 2000, with an add-on module, Diablo: Lord of Destruction, in 2001. From the earliest calendar systems to the earliest four- and six-sided dice systems, to the earliest city-states’ societal models, to the Chance-Fate-Will transition of matriarchal to patriarchal systems, to the art of war by Sun Tzu, the host discusses how the Great Awakening has motivated the Hunted to become the Hunters in our existential Culture War battle to expose the (((Hidden Hand))).
SSS Episode 156 – Noticing Patterns with Mr. Jeremy from Kentucky I
Player One Explores Rogue Encampment
We examine the history and game theory behind the Internet-based, multiplayer computer game Diablo II, released by Blizzard Entertainment in 2000 with an add-on module, Diablo II: Lord of Destruction, in 2001. From the earliest Odyssey stories of the Hero’s Journey begun by The Fate of the Tempest, to the introduction of the fantasy tabletop role-playing game (RPG) developed by Gary Gygax and Dave Arneson and first published in 1974 by Tactical Studies Rules, Inc., to the 1996 release of the multiplayer role-playing game Diablo by Blizzard Entertainment, to the 2000 release of Diablo II, to the six quests of Act I — The Sightless Eye — to heuristic (self-learning) games, to the Great Awakening after the Great Meme War of 2016, the host examines the parallels between the storyline of Diablo II and our (((Current Year))) status as more and more people wake up to the problems and seek solutions in this global existential culture-war battle of identity politics
SSS Episode 155 – Noticing Patterns with Mr. Richard Kary IV
Richard is joined by special guest and fellow RBN host Blackbird9 a.k.a. Frederick C. Blackburn, host of the Saturday Snack Shack live on RBN Saturdays 6:00 PM CST.
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