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Found 122 results

  1. Ladies and Gentlemen,Jedi and Sith, the link is up for the May meeting. This time we shall be at 1CC in the Thoreau room Please go RSVP. 6 Pm Social Hour/7 PM Meeting Start Boston Guild May Meeting
  2. Folks, The Calendar Event is created for PAX East. Please feel free to RSVP there and post you preferred shifts. You may leave comments here on the post, however, only comments/posts on the calendar event will be considered for volunteer shifts. (just to keep all the requests in one place, please) PAX East Event Calendar Link Also the shift structure is subject to change as we get more details finalized for PAX, so stay tuned.
  3. stodd.ELBoston

    PAX East

    until
    Folks, PAX East is quickly moving upon us. This event will be the placeholder for volunteer shifts. (updated as needed/subject to change) You may RSVP and post your preferred shift below. As of right now will have 6 Badges to rotate through volunteers. (3 for on shift volunteers/3 for off shift volunteers) What does that mean? 1) Everyone must be early for their shifts. (Enough time for a leader to come and get your badges to you.) 2) For the day that you are scheduled, the other half of the day, you may use the badge to enjoy the con. (But must be back in time for your shift) 3) Everyone must turn in their badge at the end of the day to @stodd.ELBoston More details coming as we have them. DAY TIME NAME ROLE FRI 9-2 @quitecrazy VOLUNTEER FRI 9-2 @kavinsky VOLUNTEER FRI 9-2 @PotatoTaco LEADER FRI 1-6 @alleenc VOLUNTEER FRI 1-6 @Merissa VOLUNTEER FRI 1-6 @The Guat LEADER SAT 9-2 @ellystar VOLUNTEER SAT 9-2 @SassyJ VOLUNTEER SAT 9-2 @KriptiKFate LEADER SAT 1-6 @aradiadarling VOLUNTEER SAT 1-6 David DiMare VOLUNTEER SAT 1-6 @The Guat LEADER SUN 9-2 @Oporotheca VOLUNTEER SUN 9-2 @Serolis VOLUNTEER SUN 9-2 @PotatoTaco LEADER SUN 1-6 @Stevie1081 VOLUNTEER SUN 1-6 @3dge VOLUNTEER SUN 1-6 @PotatoTaco LEADER
  4. until
    We will be at Microsoft NERD (1 Memorial) for this meeting. Please RSVP so that I can give a list to security of attendees. Social hour starts at 6:00 PM, meeting kick off is at 7 PM See everyone at the meeting
  5. Ladies and Gentlemen, the link is up for the April meeting. Please go RSVP. 6 Pm Social Hour/7 PM Meeting Start 1 Memorial Dr Cambridge MA (Microsoft NERD) April Meeting Calendar Event
  6. until
    Folks, We will not have a table presence at Supemegafest, however, this is fun con to go and just be at. Many celebrities, many collectibles, and much cosplay. Tickets available at the link and at the door. Supermegafest
  7. We will have a Extra Life presence at C.A.P.E. again this year. Details and shifts forth coming on the calendar event. C.A.P.E. Calendar Event
  8. until
    We will have a presence at C.A.P.E. Details and shift forthcoming.
  9. Anime Boston Event Link Calendar Event for Anime Boston is up.. Click much, volunteer much.. Please and Thanks.
  10. stodd.ELBoston

    Anime Boston

    until
    Anime Boston Official Site Alrighty folks.. Anime Boston and Extra Life.. together again. We will be up in the gaming arena (upstairs ballroom) Volunteer Shift Below.. Did we mention that we get as many weekend badges we need for this? Please RSVP Below and let us know what shifts you are available for. We need volunteers: Friday 12P - 6P @The Guat, @SassyJ, @KriptiKFate, Additional Help @Merissa Saturday 10A - 2P @kavinsky, Sam MacDonald, @3dge, Huynh Valentine 2P - 6P @DMo2TheMax, @Serolis, @Oporotheca, Leader TBD Sunday 10A - 2P @Javier, Ana Richburg, @PotatoTaco Additional Help @Merissa 2P - 6P @SassyJ, @KriptiKFate, Ana Richburg, @PotatoTaco Additional Help @Merissa Awaiting Schedule Confirmations: @ellystar Badges/Names First Last Badge Name Luis Cardona Luis Cardona/Extra Life Jessica Houghton-Vella SassyJ Kerry Selberg KriptikFate Devon Cote 3dge Almond Khan Alma/Extra Life Sam MacDonald Sam/Extra Life Huynh Valentine Huynh/Extra Life Danielle Standring DMo2TheMax Gregory Harris-Jones Serolis Amelia Ott Oporotheca Ana Richburg Ana/Extra Life Eric Richburg PotatoTaco Javier Parra Javier/Extra Life Merissa Livermore-Johnson Merissa/Extra Life
  11. From the album: 2016 Launch Meeting

    Our new guildies asembled to take on LEGO Ultron and Hydra in a littel LEGO Avengers during the social hour.
  12. Hey, Boston Extra Lifers! I'm Angelique and I want to let you know about an awesome charity LAN coming up next month in the Cambridge area. It's called PhiLANthropy and is part of Tespa's Regional Event Challenge (more info on that here). Full event details are as follows: Tespa East REC Presents: PhiLANthropy Charity LAN in coordination with Extra Life, supporting Boston Children's Hospital March 12 - 13, 2016 | Saturday (3/12): 10 AM - 1 AM | Sunday (3/13): 10 AM - 10 PM Harvard Northwest Labs, 52 Oxford St, Cambridge, MA 02138 We're hosting a variety of PC and console gaming tournaments with over $3,000 in prize money! Our full list of tournaments and rules can be found on our Battlefy page. We'll also have a number of guests at our event, including indie game dev Dan Dez of OBEY, speedrunners Scott "xem92" Kuva & Jerry "JerKro" Kroboth, as well as Monster Energy reps handing out drinks on Saturday! We'd love to have you come out for one day or both in support of Extra Life and Boston Children's Hospital. If you're interested, RSVP on our Facebook event page and head on over to EventBrite to pre-register! Thanks for reading! Feel free to post any comments or questions and I'd be happy to answer them. Hope to see you there! <3 Angelique Rein Marketing Director Tespa East Regional Event Committee Website | Facebook | Twitter
  13. There is a gallery for any pictures from last nights meeting. Feel free to go an upload anything you want to add to the gallery from last night. 2016 Extra Life Boston Guild Launch Meeting Gallery
  14. From the album: 2016 Launch Meeting

    And here.. we have Allen.. clearly more important than what was going on in the meeting.
  15. There are tears in my eyes. As I step carefully through the dead halls of a long-opened vault, the haunting voice of Skeeter Davis serenades the end of the world. Skeletons of drug addicts, dead for centuries, lay around in their final poses, boney arms still grasping for their next fix. I know what happened here, about the experiments and the desperate, doomed struggle these people faced while imprisoned with the very things they sought to escape on the surface. And as I explore the remnants of their homes, I see the small stories that made up their lives. Two people, probably alcoholics, lay on the floor in front of a liquor cabinet. Another locked themselves in the bathroom and overdosed on psycho. One of the last rooms contains a small, scattered pile of supplies and a PC that holds the final journal entries for an inhabitant that tried to stay clean, but eventually gave in to the temptation and died with his friends. I see all these small tragedies play out as I explore the vault and I can feel my heart constrict in my chest as Davis sings of loss. “Why does my heart go on beating? Why do these eyes of mine cry? Don’t they know it’s the end of the world?” croons Skeeter Davis as I take in the stories. It all comes rushing in: The destruction of the old world; the callous cruelty with which the end was prepared; and all the rage, sorrow, and despair my character must feel after the incredible losses she has endured. It’s all brought to a sharp, poignant moment of empathy through Fallout 4’s brilliant storytelling and characterization. Many people think of story as something that is delivered through dialogue and text. However, games also tell many little stories through environment design. While Bethesda has a long tradition of skillfully telling stories through their environments, Fallout 4 has some of the best instances of this. There are hundreds of small stories waiting in the wasteland. Some require some detective-like snooping to uncover and others don’t even have markers on the map, but observant players will find these glimpses into pre-fallout life scattered everywhere. The stories themselves aren’t always the most interesting, but the sheer number of them give weight to the Boston area. This was a place that once teemed with human life and could again one day, if the factions at work in the Commonwealth could be left to their own devices. Unfortunately, the different factions of the Commonwealth can’t seem to leave one another alone and that tension ties in with the profound disaster that takes place in the opening minutes of Fallout 4. The journey to resolve the initial conflict that begins the protagonist’s journey serves as the crux of some of the game’s most interesting ethical dilemmas (that consequently have sweeping ramifications for the wider game). Those hard choices are kept grounded in a personal reality by the relationships that players build with their companions, NPCs who serve as actual characters with opinions on how the protagonist interacts with the world and its inhabitants. This improves dramatically on the follower system that has appeared in previous Bethesda titles, by endowing these friendly NPCs with real character bonds become stronger and decisions farther down the line become more difficult. You will remember the likes of Piper, Nick Valentine, and Curie long after your time with Fallout 4 comes to an end. Fallout 4 impresses me with the many improvements that take the elements established in Fallout 3 and brings them to the next level. The most easily seen improvement appears in the graphical presentation, with lighting and details that can sometimes draw gapes and awe. Most critically, the facial animation has drastically improved, with compelling facial performances matching vastly improved voice acting (with a few exceptions). Facial expressions in particular are very expressive and characters are given the chance to show a wide range of different emotions. And, after so many years of being irritated by hair clipping through faces, Bethesda has finally devised a system that creates decent facial hair and long hair that generally avoids clipping. It’s a small improvement, but for me it eliminates something that I’ve found irritating for a long time. Also, explosions look absolutely stunning. While a new sheen of graphical paint does the franchise a world of good, subtle changes to underlying systems create a familiar experience that offers fresh gameplay and narrative experience. The new dialogue system has been trimmed down to four responses for any given conversation. Some might see this as a limit to the number of choices you can make in any given scenario, much less than the various options Fallout 3 could potentially offer, but I think that the presentation and overall storytelling benefits from the more fleshed out dialogue. This also allows for the protagonist to be voiced and deliver lines, which leads to an actual character that feels more real than the voiceless husk players projected themselves into in Fallout 3. There are undeniably less dialogue options, but those that remain feel more meaningful. Bethesda’s overhaul of the gunplay is certainly the best improvement made from Fallout 3 to Fallout 4. It is actually possible to play the game entirely without using the VATS targeting system, as the shooting can now hold its own as a gameplay mechanic. It leads to a combat system that feels fluid, effortless transitioning between the tactical VATS view that allows for players to call their shots on specific body parts while slowing time and the often frantic shooting in real-time. It’s a simple, straightforward change, but it feels like the most necessary update to the franchise. While most of the changes have been overwhelmingly for the better, some wrinkles persist. The user interface for Fallout 4 feels muddled and messy. Forgetting the name of an important audio tape or note could leave you searching through your inventory for several minutes. Spending a scant few minutes searching through an inventory pales in comparison to one of Fallout 4’s biggest irritations: Finding dismissed companions. Every time a new companion is recruited, the previous companion can be sent to any settlement under the player’s control. At first this isn’t a huge problem, but once the pool of companions expands and you learn that you can only send one or two companions to the same settlement it becomes a colossal issue to track down a particular sidekick. At one point I spent almost two hours trying to find Preston Garvey, one of the first companions the game throws your way. Even if you manage to track down the right settlement it can be difficult to spot a human NPC milling around with the twenty other settlers living in your settlement. A small UI tweak noting where to find each of your recruited companions on the list of controlled settlements or a companion-only base would have been a huge help. One of the main systems that Fallout 4 introduces early on is the ability to control and build in settlements. Players are supposed to build structures that feed, water, and shelter potential settlers. The building mechanics are actually really fun and reward players who can’t help picking up everything they see. Building possesses one huge drawback: There is almost no incentive to do it. Building successful settlements doesn’t have a reward and never expands much past the initial concept. These settlers never come to your aid in a Wasteland war or provide amazing, unique items; they just wander around and sometimes do the jobs you assign to them. The building is fun, but that fun is its own reward. That doesn’t make it bad, I certainly enjoyed more than a few hours building settlements and growing them as large as possible. However, the lack of tangible benefits does make building defenses and homes feel like a time sink when you ultimately realize you could be exploring new locations, meeting new challenges, and interacting with interesting quests and characters. Conclusion: Despite the issues a new era have ushered into the franchise, I don’t feel like I’m being hyperbolic when I say that Bethesda’s latest venture into the post-apocalypse could very well be their best game to date. I’ve poured over 100 hours into Fallout 4 and, while I’ve finished the main campaign and a decent amount of exploration, there are still vast areas that remain undiscovered and unexamined. The irradiated area around Boston jealously guards some of its most potent secrets. To see and find everything would take hundreds more hours. That Fallout 4 managed to reach something raw and emotional in me after dozens of hours spent becoming desensitized to the misery and violence of the Commonwealth’s new world testifies to the underlying power at Bethesda’s fingertips. While almost every single Bethesda title has been revolutionary in some way and highly polished, Fallout 4 strikes me like the herald of something even better. I don’t know what that might be, but the developers have the talent to do something not just good or great, but something earthshattering; glimmers of that potential can be seen in Fallout 4. My time with Fallout 4 has been a roller coaster, both inside the game and in the real world. I started playing it the day it released, the day after my great aunt Winnie passed away. I continued to trek through the post-apocalypse as terror attacks unfolded in France, Lebanon, and Nigeria, an earthquake and tsunami hit Japan, and as I received news that one of my aunts has cancer. The world has seemed like a pretty horrible place for the last couple of weeks. Fully aware of the irony, I found comfort in the war-strewn, harsh, and violent landscapes of Fallout 4. Our world is a complicated place, full of shades of grey, competing agendas, and people who are perfectly willing to exemplify the worst of what humanity can be. Bethesda’s Fallout 4 has a lot of that, too, but it is also full of compelling characters that bring out the good in people. Even in that world of radiation and unchanging war, a city can rise from the ashes and people can stand up for one another. It reminded me that good exists out in our world, too; it can be easy to forget that when faced with hate and happenstance. Like Diamond City rising from the ruins of Boston, We can build our own communities while embracing our differences and looking out for one another… and that’s something I’d like to believe that’s what we’ve been doing here at Extra Life. So, thank you to all of you for being a force for good in a world that sometimes seems to have gone completely mad. Bethesda teased hope out of a scorched and tortured world and that hope is worth experiencing for yourself. Fallout 4 was reviewed on PC and is currently available for PC, PlayStation 4, and Xbox One. View full article
  16. There are tears in my eyes. As I step carefully through the dead halls of a long-opened vault, the haunting voice of Skeeter Davis serenades the end of the world. Skeletons of drug addicts, dead for centuries, lay around in their final poses, boney arms still grasping for their next fix. I know what happened here, about the experiments and the desperate, doomed struggle these people faced while imprisoned with the very things they sought to escape on the surface. And as I explore the remnants of their homes, I see the small stories that made up their lives. Two people, probably alcoholics, lay on the floor in front of a liquor cabinet. Another locked themselves in the bathroom and overdosed on psycho. One of the last rooms contains a small, scattered pile of supplies and a PC that holds the final journal entries for an inhabitant that tried to stay clean, but eventually gave in to the temptation and died with his friends. I see all these small tragedies play out as I explore the vault and I can feel my heart constrict in my chest as Davis sings of loss. “Why does my heart go on beating? Why do these eyes of mine cry? Don’t they know it’s the end of the world?” croons Skeeter Davis as I take in the stories. It all comes rushing in: The destruction of the old world; the callous cruelty with which the end was prepared; and all the rage, sorrow, and despair my character must feel after the incredible losses she has endured. It’s all brought to a sharp, poignant moment of empathy through Fallout 4’s brilliant storytelling and characterization. Many people think of story as something that is delivered through dialogue and text. However, games also tell many little stories through environment design. While Bethesda has a long tradition of skillfully telling stories through their environments, Fallout 4 has some of the best instances of this. There are hundreds of small stories waiting in the wasteland. Some require some detective-like snooping to uncover and others don’t even have markers on the map, but observant players will find these glimpses into pre-fallout life scattered everywhere. The stories themselves aren’t always the most interesting, but the sheer number of them give weight to the Boston area. This was a place that once teemed with human life and could again one day, if the factions at work in the Commonwealth could be left to their own devices. Unfortunately, the different factions of the Commonwealth can’t seem to leave one another alone and that tension ties in with the profound disaster that takes place in the opening minutes of Fallout 4. The journey to resolve the initial conflict that begins the protagonist’s journey serves as the crux of some of the game’s most interesting ethical dilemmas (that consequently have sweeping ramifications for the wider game). Those hard choices are kept grounded in a personal reality by the relationships that players build with their companions, NPCs who serve as actual characters with opinions on how the protagonist interacts with the world and its inhabitants. This improves dramatically on the follower system that has appeared in previous Bethesda titles, by endowing these friendly NPCs with real character bonds become stronger and decisions farther down the line become more difficult. You will remember the likes of Piper, Nick Valentine, and Curie long after your time with Fallout 4 comes to an end. Fallout 4 impresses me with the many improvements that take the elements established in Fallout 3 and brings them to the next level. The most easily seen improvement appears in the graphical presentation, with lighting and details that can sometimes draw gapes and awe. Most critically, the facial animation has drastically improved, with compelling facial performances matching vastly improved voice acting (with a few exceptions). Facial expressions in particular are very expressive and characters are given the chance to show a wide range of different emotions. And, after so many years of being irritated by hair clipping through faces, Bethesda has finally devised a system that creates decent facial hair and long hair that generally avoids clipping. It’s a small improvement, but for me it eliminates something that I’ve found irritating for a long time. Also, explosions look absolutely stunning. While a new sheen of graphical paint does the franchise a world of good, subtle changes to underlying systems create a familiar experience that offers fresh gameplay and narrative experience. The new dialogue system has been trimmed down to four responses for any given conversation. Some might see this as a limit to the number of choices you can make in any given scenario, much less than the various options Fallout 3 could potentially offer, but I think that the presentation and overall storytelling benefits from the more fleshed out dialogue. This also allows for the protagonist to be voiced and deliver lines, which leads to an actual character that feels more real than the voiceless husk players projected themselves into in Fallout 3. There are undeniably less dialogue options, but those that remain feel more meaningful. Bethesda’s overhaul of the gunplay is certainly the best improvement made from Fallout 3 to Fallout 4. It is actually possible to play the game entirely without using the VATS targeting system, as the shooting can now hold its own as a gameplay mechanic. It leads to a combat system that feels fluid, effortless transitioning between the tactical VATS view that allows for players to call their shots on specific body parts while slowing time and the often frantic shooting in real-time. It’s a simple, straightforward change, but it feels like the most necessary update to the franchise. While most of the changes have been overwhelmingly for the better, some wrinkles persist. The user interface for Fallout 4 feels muddled and messy. Forgetting the name of an important audio tape or note could leave you searching through your inventory for several minutes. Spending a scant few minutes searching through an inventory pales in comparison to one of Fallout 4’s biggest irritations: Finding dismissed companions. Every time a new companion is recruited, the previous companion can be sent to any settlement under the player’s control. At first this isn’t a huge problem, but once the pool of companions expands and you learn that you can only send one or two companions to the same settlement it becomes a colossal issue to track down a particular sidekick. At one point I spent almost two hours trying to find Preston Garvey, one of the first companions the game throws your way. Even if you manage to track down the right settlement it can be difficult to spot a human NPC milling around with the twenty other settlers living in your settlement. A small UI tweak noting where to find each of your recruited companions on the list of controlled settlements or a companion-only base would have been a huge help. One of the main systems that Fallout 4 introduces early on is the ability to control and build in settlements. Players are supposed to build structures that feed, water, and shelter potential settlers. The building mechanics are actually really fun and reward players who can’t help picking up everything they see. Building possesses one huge drawback: There is almost no incentive to do it. Building successful settlements doesn’t have a reward and never expands much past the initial concept. These settlers never come to your aid in a Wasteland war or provide amazing, unique items; they just wander around and sometimes do the jobs you assign to them. The building is fun, but that fun is its own reward. That doesn’t make it bad, I certainly enjoyed more than a few hours building settlements and growing them as large as possible. However, the lack of tangible benefits does make building defenses and homes feel like a time sink when you ultimately realize you could be exploring new locations, meeting new challenges, and interacting with interesting quests and characters. Conclusion: Despite the issues a new era have ushered into the franchise, I don’t feel like I’m being hyperbolic when I say that Bethesda’s latest venture into the post-apocalypse could very well be their best game to date. I’ve poured over 100 hours into Fallout 4 and, while I’ve finished the main campaign and a decent amount of exploration, there are still vast areas that remain undiscovered and unexamined. The irradiated area around Boston jealously guards some of its most potent secrets. To see and find everything would take hundreds more hours. That Fallout 4 managed to reach something raw and emotional in me after dozens of hours spent becoming desensitized to the misery and violence of the Commonwealth’s new world testifies to the underlying power at Bethesda’s fingertips. While almost every single Bethesda title has been revolutionary in some way and highly polished, Fallout 4 strikes me like the herald of something even better. I don’t know what that might be, but the developers have the talent to do something not just good or great, but something earthshattering; glimmers of that potential can be seen in Fallout 4. My time with Fallout 4 has been a roller coaster, both inside the game and in the real world. I started playing it the day it released, the day after my great aunt Winnie passed away. I continued to trek through the post-apocalypse as terror attacks unfolded in France, Lebanon, and Nigeria, an earthquake and tsunami hit Japan, and as I received news that one of my aunts has cancer. The world has seemed like a pretty horrible place for the last couple of weeks. Fully aware of the irony, I found comfort in the war-strewn, harsh, and violent landscapes of Fallout 4. Our world is a complicated place, full of shades of grey, competing agendas, and people who are perfectly willing to exemplify the worst of what humanity can be. Bethesda’s Fallout 4 has a lot of that, too, but it is also full of compelling characters that bring out the good in people. Even in that world of radiation and unchanging war, a city can rise from the ashes and people can stand up for one another. It reminded me that good exists out in our world, too; it can be easy to forget that when faced with hate and happenstance. Like Diamond City rising from the ruins of Boston, We can build our own communities while embracing our differences and looking out for one another… and that’s something I’d like to believe that’s what we’ve been doing here at Extra Life. So, thank you to all of you for being a force for good in a world that sometimes seems to have gone completely mad. Bethesda teased hope out of a scorched and tortured world and that hope is worth experiencing for yourself. Fallout 4 was reviewed on PC and is currently available for PC, PlayStation 4, and Xbox One.
  17. As we draw closer to the start of 2016, we're already hard at work lining up events for the year. Some of the events we know so far are: Arisia (Jan) Boskone (Feb) Anime Boston (Mar) PAX East (Apr) Northeast Comic Con (Jun) I've also reached out the following cons to see if we can get a presence: MASSive Con (Jun) Walker Stalker Boston (Jul) TotalCon (Feb) So with that being out there, we should start looking to strengthen our forces. We need new blood. We have a great core of people working in the guild, however those core people need help. Can everyone take some time and look at your fellow extra life friends, maybe approach them about coming to our meetings, volunteering for some events. You all know your extra life friends, and you probably know which of them would be passionate about EL. Lets start networking those people into the guild. On top of the efforts to strengthen our team, we will be going through some leadership changes this year. More to come on that in the next few weeks. These changes are good, and we hope that some new leadership experience/insight will re-energize the group. Please, take some time, engage on here your thoughts of how we can strengthen and grow this team. Any incentives to keep guildies going, or efforts to retain guildies. Let hear it.. Lastly, THANK YOU again for everything and everyone that made 2015 a success. Let's do it all again in 2016 and do it bigger and better!!
  18. March Guild Meeting Event Link This months meeting will be our official 2016 kick off meeting. I know we've already had Jan and Feb Meetings, however this is the official kick off for 2016. An Eventbrite email will go out to all Boston participants very soon. Be on the lookout. This meeting will be a bit different. @Rosie_Boston has hooked us up with a Hospital Tour to start off the year. Eliza from Microsoft Prudential will be bringing in some Xbox One Consoles for our meeting space. Rosie is bringing in a Patient/Family to share their story with us. There will be a 6 PM - 7 PM Arrival/Social Time 7 PM we will kick off the tour. Approx 745 we will commence with the Patient Family and Meeting Kick off. After that, remaining time will be to continue gaming and social time. SNH Satellite Members are encouraged to come down for this meeting. @SassyJ, @KriptiKFate, @Strandwalker, @aradiadarling, if you can make it that would great. You can RSVP at the Event Link and/or the eventbrite link. Looking forward to seeing everyone
  19. until
    This months meeting will be our official 2016 kick off meeting. I know we've already had Jan and Feb Meetings, however this is the official kick off for 2016. An Eventbrite email will go out to all Boston participants very soon. Be on the lookout. Eventbrite Link: Extra Life Boston 2016 Guild Kick Off Eventbrite This meeting will be a bit different. @Rosie_Boston has hooked us up with a Hospital Tour to start off the year. Eliza from Microsoft Prudential will be bringing in some Xbox One Consoles for our meeting space. Rosie is bringing in a Patient/Family to share their story with us. There will be a 6 PM - 7 PM Arrival/Social Time 7 PM we will kick off the tour. Approx 745 we will commence with the Patient Family and Meeting Kick off. After that, remaining time will be to continue gaming and social time. SNH Satellite Members are encouraged to come down for this meeting. @SassyJ, @KriptiKFate, @Strandwalker, @aradiadarling, if you can make it that would great. You can RSVP here and/or the eventbrite link. Looking forward to seeing everyone
  20. We are happy to announce the new 2016 Boston Guild Leadership Team! Please join me in congratulating: President: Shawn Todd Vice-President: Eric Richburg Secretary: Luis Cardona These three men are excited to build upon the legacy created by our founding guild leaders—can’t wait to continue to accomplish amazing things For The Kids at Boston Children’s Hospital! -Rosie (roseann.holmes@chtrust.org)
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    We will be at Microsoft NERD (1 Memorial) for this meeting. Please RSVP so that I can give a list to security of attendees. Social hour starts at 6 PM, meeting kick off is at 7 PM See everyone at the meeting.. Satellite Location for SNH: Rockingham Mall 99 Rockingham Blvd, Salem, NH\
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    Hey Folks We got a presence at Game Over Monday evening at 7 PM. This event is open to the public and there is a lot of gaming to do. Event Starts at 7 PM but gets busy around 8 PM. Come hang out play some games and get sign ups for Extra Life
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