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Time Spent Worrying Is Time Wasted - Worry has a way of sneaking in quietly, then settling in like it belongs. It convinces us that if we think long and hard enough, we can somehow prevent the worst from happening. But in reality, worry doesn’t solve problems — it just drains energy. Every minute spent worrying is a minute taken from action, from presence, from peace of mind. It doesn’t prepare us; it paralyzes us. While we’re caught up imagining what could go wrong, we’re missing what’s actually happening right in front of us. Worry robs the moment and gives nothing back in return. That’s not to say preparation or caution has no place — they do. But there’s a sharp difference between preparing and dwelling. Preparation leads to solutions. Worry leads to stagnation. Most of what we worry about never happens. And the things that do? We often handle them far better than we thought we would. That’s the irony — we underestimate our ability to adapt, to cope, to find a way forward when it counts. The time we waste worrying could be used to create, to connect, to move. Life doesn’t slow down because we’re anxious — it keeps going. And the less we give our energy to what might go wrong, the more we have to build what can go right. Let go of the loop. Trade the worry for action. Trust yourself to handle what’s next when it comes. Until then, keep moving forward.
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May 24, 2025

Article of the Day

The Power of Posture: Why Keeping Your Head Up Boosts Confidence

Introduction Confidence is a quality that can open doors, enhance personal relationships, and lead to success in various aspects of…
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Introduction

In the realm of science fiction gaming, where the boundaries of imagination are pushed to the extreme, Alien Conflict emerged as a unique play-by-mail game that allowed players to immerse themselves in a world of interstellar warfare, abduction, and combat. Published by Schubel & Son in 1983, this game opened up a universe where players could create custom characters, engage in epic battles, and design their very own extraterrestrial adversaries.

Gameplay Overview

Alien Conflict was a pioneering play-by-mail game that offered a distinctive gaming experience to its participants. The core concept revolved around the Kastron Sandpeople, a faction of abductors who ventured into the far reaches of the cosmos to capture alien beings from their native worlds. These abducted aliens would then become the unwilling participants in arena combat, a brutal spectacle that captivated players.

Key Gameplay Elements:

  1. Abduction Missions: Players assumed the role of Kastron Sandpeople, tasked with executing daring abduction missions to capture a variety of alien species. Each mission brought its own set of challenges, and success depended on strategic planning and cunning.
  2. Custom Character Design: One of the standout features of Alien Conflict was the ability for players to design their custom characters. Whether crafting a formidable Kastron Sandperson or an agile and cunning alien, the game provided ample opportunities for creativity.
  3. Arena Combat: Once abducted, the aliens found themselves thrust into the gladiatorial arenas, where they were forced to battle for their lives. Players could strategically position their alien combatants and engage in fierce confrontations, testing their tactical prowess.
  4. Play-by-Mail Format: Alien Conflict operated through a play-by-mail format, where players would send instructions and turn results via mail. This format allowed for asynchronous gameplay and added an element of anticipation as participants eagerly awaited the outcomes of their actions.

Reception and Legacy

W.G. Armintrout’s review of Alien Conflict in Space Gamer No. 65 provided valuable insights into the game’s appeal. Armintrout acknowledged the game’s challenging aspect of designing unique aliens, a task that fueled players’ creativity. He also highlighted the beer-and-pretzels fun that emerged during gameplay, showcasing its entertainment value.

While Alien Conflict garnered praise for its engaging gameplay, it faced challenges related to its price point. Despite this, it left a mark as an innovative play-by-mail game that combined elements of strategy, role-playing, and science fiction, making it a noteworthy addition to the genre.

Conclusion

Alien Conflict, published by Schubel & Son in 1983, remains a fascinating artifact in the realm of play-by-mail science fiction gaming. With its abduction missions, custom character design, and arena combat, the game provided players with a distinctive and imaginative gaming experience. Although its active years are unknown, Alien Conflict’s legacy lives on as a testament to the creative possibilities that can emerge when the worlds of science fiction and gaming collide in the cosmos of imagination.


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