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Magic in Fantasy Settings

Earlier this month I shared an article on why fantasy is so popular for role-playing games (RPGs). (Link to article.) There were a number of responses at different locations where the article was shared, but Greg left a response with the article that started me thinking about some differences between fantasy and other genres. One of his points was about magic, and that got me thinking more about the role magic plays in fantasy setting games.

I have the opportunity of reading a variety of RPG books—I write articles, including review of games, for a local magazine (Utah Geek Magazine). This does not make me an expert, it just means I read a lot of RPG books and I'm exposed to variations on the theme. The real experts are those who create the systems, making the different components work together so they complement the whole.

I have read and played fantasy based RPGs with no magic to systems where every character has some level, or type, of magical ability built into them. Every system has certain basic elements it must address for a gaming system, no matter the level of the magic. But, there are elements in games that use magic that are designed in to create a specific and different feel for their game.

Changing the game system, which, many times, includes changing editions, means the game structure changes. When looking at the magic system within a particular game, how the game is structured affects the magic system. A point based system will play differently than a level based system. Systems designed with differing prerequisites (levels, or other spells and abilities) create affects specific to the system. They also influence the development of the characters, the settings, and the plots.

Fantasy Magic from wall.alphacoders.com
If you have converted an adventure from one system to another, you have experienced the gaps between not only the gaming systems, and the magic system. I have found the games with more highly developed magic systems are harder to convert to a different game setting. This is usually because the more advanced systems are addressing all of the nuances that have been identified over previous play, and have created some level of heartburn for a player or, more specifically, a game master (GM). These types of changes usually started at the tabletop.

Introducing changes at the table for the magic system of a particular game or campaign is also going to give the game a different feel. I have seen this really come across in a game where magic was available, but was considered evil unless it was clerical magic. In another game, spell casters were rare individuals and were held in high regard. Neither of these were directly changing the magic system, but how the magic was perceived within the game setting. I have also played in a historically based system where magic didn't exist at all. These were all done with alterations in the game, but not the system.

Magic can also be involved in genres other than fantasy. Even though magic sets fantasy apart from other genres, there are settings where complex magic systems are involved. Some crossovers are popular settings, like Darkover, Dragon Riders of Pern, and Star Wars.

Magic, in any of its manifestations, provides gamers a level of control over events through means of extraordinary actions. I have seen how different people gravitate to a favored system, either for ease, familiarity, desired results, etc. And, fantasy settings allow for an increase in variability because you don't, and can't, explain it through the logic of the real-world we are locked in.

Fantasy Magic Girls from Desktophive.com
Magic helps define the genre, helps create a popularity for it. Moreover, magic can change the flavor of an RPG, either on the system, campaign, or even the specific gaming session. There are enough systems out there to allow every style of play people would like to try. If you are looking for something for a particular setting, you can take a system that is close and tweak it to get the desired results.

With all this said, I don't think there is a winner-take-all system. Each has been developed for a specific purpose within the system. I have seen more overlap between systems than anything else, which is to be expected.

Greg commented how he prefers Numenera, and I am interested in what other systems people prefer because of their magic systems.

If you have any comments, questions, or critiques please leave a comment here, or send an email to guildmastergaming@gmail.com.

You can join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstrGmng).





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An Example of Using Some Additional Random Attributes to Create A Character

Picture from fotosearch.com
Last Sunday I posted an article about using some identifying traits to help build non-player and player characters (A Tip To Help Create Characters and Non-Player Characters). I received a private response from a person asking for a little more. The person mentioned how they are newer to role-playing games (RPGs) and were trying to come up with ways for character creation, as a player and as a game master (GM).

What I'm presenting here is an example of using the attributes I wrote about to start a character. Then, using those attribute scores, create the beginning of a backstory.

This can be done in a couple of ways. Scores can be generated before anything else is known about the character, or you can have part of the character created and then generate scores. Personally, I like to start with something before the attributes because I don't always want all of these attributes to begin with. However, for this example, I am going to start with a setting and build from there. Of course, scores can be assigned instead of randomized, and they can be changed to fit the story as needed.

In this case, I am creating a character in a present day setting. The campaign concept is the characters are agents for the government investigating unexplained cases. This would be a mashup between a number of sources like The X Files, Monster Hunters International, and The Special Investigations Unit from the books about Harry Dresden. I am not building this character in a particular game system to show how this method applies to creating a character backstory instead of how it fits in to a particular system.

The scores here were determined with 3d6, as described in the previous article. After each attribute I am giving my own interpretation of what the number means.

(3) Brave–13–Cowardly (18) = More likely to watch if there is a chance of getting hurt.
(3) Energetic–7 –Lazy (18) = They would rather watch then get involved, but will get involved if it looks like it is worthwhile.
(3) Forgiving–13–Vengeful (18) = Holds grudges, usually only for a short time, but likes to pay back hurts if they won't get caught.
(3) Generous–7–Selfish (18) = Tendency to be helpful to those in need, but not much.
(3) Honorable–16–Treacherous (18) = If there is a way of getting what they want without getting caught, will probably do it even if it means someone else might get hurt.
(3) Reactive–14–Cautious (18) = Remember to think before taking action, even if that is not always what happens.
(3) Merciful–12–Cruel (18) = Average, but would rather hit the person who knocked them down.
(3) Proud–13–Modest (18) = A little less flashy than the average person. Likes to show what they have done, but usually just to friends.
(3) Trusting–16–Suspicious (18) = Expects others to take credit for what they have done and to leave them out of the glory.
(3) Quiet–11–Talkative (18) = Average.

Combining these into a single character doesn't require creating an entire backstory. It's to provide a feel for what the character may have gone through, not a complete history.

To keep this random, I presented the game concept to my wife and asked who would the agency recruit? I did not give her any other information about the possible character or the attribute scores I had generated. She decided it was a woman in academia, in the social sciences, and likes mathematics.


Morgaine Stabile

Picture from Shutterstock.com

Morgaine is a new professor of geography, demographic studies, at a small university. She has been studying population migration patterns of the modern world.

Her dissertation was delayed because a fellow graduate student used some of her research to complete his degree. Morgaine was unable to prove the research was not his and she had to rework an entire section of her paper. Morgaine let others see how she took it stride, but she knew she had been had and was careful to watch the work of the offending, now professor, colleague. Just before her own graduation a year later she came across an obscure article written years ago and recognized passages that were lifted by the thief of her data.

Morgaine sent a copy of the article, anonymously, to the right people to discredit the other professor, causing him to lose his career.

She has been recruited because of her understanding of migration models of modern populations.

This backstory gives enough information to see how the attributes above can provide some information. It is still broad enough that a player (be it me or another) could expand on individual aspects during game play.

The idea about using these types of attributes is to provide guidance, not boundaries. Characters are going to change as they are played because each new adventure, once completed, becomes part of their backstory.

I hope this example helps.

If you have any comments, questions, or critiques please leave a comment here, or send an email to guildmastergaming@gmail.com.

You can join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstrGmng).




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Eukanuba... what were you *thinking*??





As some of you will know, I have recently set up CRUFFA - the Campaign for the Responsible Use of Flat-Faced Animals (in advertising and the media).  Cruffa's aim is to persuade companies/organisations to not use brachycephalics as a selling tool for their products/services/events - and where only a brachy will do to encourage the use of dogs/cats with more moderate features. 

Cruffa is not much more than a Facebook page at the moment and in truth I have had little time to do much, but there's been a fantastic response, with pledges of support (and/or a commitment to not use stock photographs of brachycephalics where a more normal dog/cat would do) already in from:

Dogs Today Magazine

Registrations of the extreme brachycephalics are at an all-time high (one in seven dogs registered with the Kennel Club is now a Pug, French Bulldog of a Bulldog - compared to one in 50 ten years ago). 

These three breeds in particular are being used to flog everything from car insurance to mobile phone networks, contributing to their demand and the 'normalisation' of features that are anything but normal - flat faces, over-large eyes, pinched nostrils, obesity. Particularly worrying is the amount of ads/editorial use in the mainstream and online media which feature brachy dogs "smiling" but whose drawn-back + up lips betray that they are hot and/or are struggling to breathe.


But I digress.

I was really shocked to see the GSD above on this Eukanuba dog-food.  And they've also used the same dog, flipped, in this branding. Note the caption on the dog's hips...what irony.




GSDs do not come under Cruffa's remit but I thought it would be good to use the same tools Cruffa is using (personal communication and social media pressure) to encourage Eukanuba to commit to changing the image of this dog to one that is not struggling to stand or cow-hocked.

You can tweet them @eukanuba.

Here is their Facebook page: https://www.facebook.com/Eukanuba/

As you'll see on the pack, Eukanuba also carries a Kennel Club logo boasting that they are "partners in nutrition", so lobbying the KC via its Facebook page or Twitter - @KCLovesDogs - should also be effective.

I have already posted/tweeted to the above, and the more voices/comments received, the more likely it is that they will commit to changing the image.

With a bit of luck to one that looks like this.


Or this.



*****UPDATE*****

Delighted to report that I've received this from Eukanuba this evening (22/6/16). Thank you to everyone who commented on the links above to help secure this commitment - and well done to Eukanuba for the quick response.

Hi Jemima  
At Eukanuba, we are pet owners first and foremost and care deeply about the animals we serve. 
To offer some insight and background to the current image of the German Shepherd Dog; Spectrum Brands only acquired the Eukanuba brand in Europe on 1 January 2015 from its previous owner Procter & Gamble. The current German Shepherd Dog image was chosen by Procter & Gamble in the United States back in 2013 and was then also applied to the European packaging. At that time no-one from Spectrum Brands was obviously involved in the brand or choice of images that would be shown on the packaging.  
Moving forward, we are reviewing all assets that we acquired from Procter & Gamble including the packaging of our German Shepherd Breed Specific formula. We have recognised that the image is not a fair representation of the ideal conformation of the German Shepherd Dog. Therefore we will look to change this image to be in line with the ideal representation of the breed as part of our future asset review. 
 
The Eukanuba Team

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Modern Naval Battles - Global Warfare, Game Review

As the admiral of the fleet you have the responsibilities of directing the deployment of the ships, their attacks, and their defenses. Although it may seem like ships move slow, in the heat of combat, the pace is fast. With each maneuver there is a countermove. With each little change in the battle there are needed changes to your strategy.

Modern Naval Battles - Global Warfare has you controlling your fleet against up to five opponents. Each player chooses a country (there are nine to choose from) to represent, then, from the available ships, selects their fleet. Each fleet is deployed, and the battle begins.

Our initial play of the game went smooth. The rules were easy to understand and the cards are designed so information is easily visible. Players control a hand of seven cards, which is used to determine reinforcements, attacks, and defending. Because you use your hand for defending as well as taking other actions, after a player completes their turn, everyone replenishes their hands back to seven cards before the next player starts their turn. A round is completed, everyone taking a turn, before determining if a victory condition is met.

Some of the Ship Cards
The game is listed for an hour; our games took around 90 minutes. With a better understanding of how the game plays the turns could go quicker. Game length can also be altered by changing the sizes of the starting fleets, and altering the number of victory points needed. Since every player can be involved in every person's combat round by defending their own ships, the game keeps everyone involved. Also, since it is not dependent upon watching piece movement, the level of attention needed during game play is not as high.

Depending on the countries being represented you can face a force more technologically advanced. This can be easily overcome by having players choose countries similar in technology and size. Of course, pulling the unexpected victory can also turn a seemingly out-of-balance engagement quickly. Another way of dealing with these types of scenarios is to develop different victory conditions.

There are several scenarios presented in the rulebook. Starting with those, it is easy enough to make alterations and create your own scenarios. Information on the ship cards also allow for designing scenarios for specific time frames. Just remember not all of the ships of a countries fleet are represented, so designing scenarios to specific battles may not be possible (I know there expansions).

Some of the Action Cards
Modern Naval Battles - Global Warfare played well. The strategy was engaging as each person worked on determining how to attack—in a free for all you have to determine if you are going to go for an injury, and possibly let another player get the kill, and victory points. You can also negotiate to focus jointly on an overwhelming force.

With nine fleets, and 110 ships represented, there is good replay-ability, even when doing the same scenario. The choosing of the fleet is a major component. Balance is maintained with everyone replenishing their hand after every battle. As one fleet started taking more damage, the result became a little predictable, but attacks and defenses are determine by rolling a die, and there were some interesting turn of events.

Modern Naval Battles - Global Warfare from Dan Verssen Games was designed by Dan Verssen for 2–6 players, and expected to last an hour.

Thanks to Dan Verssen Games and Utah Geek Magazine for the review copy.

If you have any comments, questions, or critiques please leave a comment here, or send an email to guildmastergaming@gmail.com.

You can join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstrGmng).





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A Tip To Help Create Characters and Non-Player Characters

If you have ever had a person in your group tell you the non-player character (NPC) you are running is just like the other one you ran, good for you. When you enjoy being a game master (GM) you are developing NPCs on the spur of the moment and they can get confused. I have done this many times.

A friend of mine developed a way for him to provide a quick variety of general attributes for his NPCs which I now use. It can also be used for quickly developing player characters. He chose ten traits which were scaled from one end of a spectrum to another. Here is the list he settled on.

Brave – Cowardly
Energetic – Lazy
Forgiving – Vengeful
Generous – Selfish
Honorable – Treacherous
Reactive – Cautious
Merciful – Cruel
Proud – Modest
Trusting – Suspicious
Quiet – Talkative

I am not going to go into defining each of these, and I don't think you always need all of these to define a character. Instead let me explain what he used, and then how I use this on the fly to create new characters being encountered.

Each pair represents a continuum and a score was given to the trait for the character. The one he settled on was to give a score from +5 to -5. Zero (0) was average and then it would be closer to one extreme or the other.

In my daily life I work with statistics and I see things not so much on a straight line. I think there would be a lot more "zeros," then +-ones, until you reach the ends—a bell curve distribution. This can easily be represented with how the numbers are assigned, but I am not always watching that while I am in the middle of running a game.

I fall back on using three six-sided dice, rolled for a random result. Ten/eleven becomes the average and the higher and lower numbers reach out towards the ends of the spectrum. This creates a fast, simplified method of creation. Of course, I make adjustments to fit the needs of the adventure, I think every GM should.

With a quick set of scores you have an easy reference for the next time that NPC needs to be presented again. You can also use this information to progress your character in ways not determined by experience points, but by experiences. If you have a character whose bravery is average, and they succeed at something heroic, they may see themselves as now being braver. With this in mind you can use these traits as tools for future play, and not as absolutes.

When I am in a hurry to bring on a NPC I don't try to figure all of these out. I create the scores I need at the time. If the other scores are needed later, I can create them, or, I assign them at ten and then take notes during game play.

NPCs add a lot to role-playing games. They are great encounters for role-players, and sometimes turn into interesting combat situations.

If you have any comments, questions, or critiques please leave a comment here, or send an email to guildmastergaming@gmail.com.

You can join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstrGmng).








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Dead Man's Draw and Captain Carcass, Game Review

Pirates like to collect treasure. The more treasure they get, the happier they are. But, how do you go about collecting your booty? Do you collect a piece or two at a time, or push on to see if you can get a bigger haul at one time? If you try to get too much, you might lose everything you had lined up to put in your hull.

I first time I heard about Dead Man's Draw a friend mentioning how his kids loved to play it—an electronic game. I recently received a copy of the tabletop version of Dead Man's Draw along with Captain Carcass. So I sat down with three friends and we played a few games.

The strategy of these games is easy to learn. On your turn, turn over a card from the deck and place it in the play area. After the first card you have to decide to either collect the treasure, or draw another card. If the card is the same suit as a previous draw, you bust, and all the cards are moved to the discard pile. If there is no matching suit, you have to decide to continue or stop and collect.

The deck has ten suits. Each suit has a play-affecting aspect that must be followed before deciding if you are going to stop or continue. This allows for strategy as you might have to place a card you collected previously, relieve an opponent of one of their cards, or add cards to the play area, which could bust you. Along with the playing deck there are additional trait and situational cards.

The additional cards allow for variations from one game to the next. The Trait cards allow the player a specified ability during play. The variant cards (only in Dead Man's Draw) change an aspect of the game: how the cards bust, are banked, scoring, or another end game aspect.

The only other difference between the two games is Dead Man's Draw is listed for ages 13+, while Captain Carcass is listed for ages 8+. The reasoning is the artwork and the strategy changes introduced when using the variants. Both games are close to the popular electronic version of the game.

Playing Dead Man's draw reminded me of Pina Pirata (Guild Master Gaming review) These two games gave me the same feel, making them great games to have around for younger players.

Dead Man's Drawand Captain Carcass, from Mayday Games, were designed by Derek Paxton, Leo Li, and Chris Bray for 2–4 players. A game last for about 15 minutes.



I would like to thank Mayday Games for the review copies.

If you have any comments, questions, or critiques please leave a comment here, or send an email to guildmastergaming@gmail.com.

You can join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstrGmng).




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Fraser Hale rocks



I laughed out loud today at a post by veterinary dentist Fraser Hale on Facebook which features the above pic. But it carries an important and serious message.

Fraser is a campaigner regarding brachycephalic mouths/teeth, pointing out that dogs with squished muzzles are suffering much more than we realise from the consequences of shoving the normal number of teeth into a mouth where they can't fit - i.e. misaligned teeth banging against gums and a way-above normal rate of periodontal disease

Here's his post:

We are prone to anthropomorphising (attaching human emotions/behaviours to non-human beings/objects). For instance, the geode pictured (above) looks super-happy. It is not happy. It is a rock. But it sure looks happy and it makes us smile to see it and we think "how cute, I want a happy rock like that in my life because I like to be around happy stuff". But it is a rock. It is neither happy, nor sad. It is a rock.


We do the same thing with animals whose anatomy makes it look (to us) as if they are smiling. Have you ever seen a dolphin that looks grumpy? Of course not, because their fixed craniofacial anatomy makes it look like they are smiling. 


Have you ever seen a happy bald eagle? Of course not, because their fixed craniofacial anatomy makes it look like they have a permanent scowl. So we assume all dolphins are happy and all bald eagles are noble and serious. That is anthropomorphism.
So what about the Boston terrier or French Bulldog, or other short-face breeds who have such distorted craniofacial anatomy that they often gasp for every breath they take? Their struggle to get enough oxygen causes them to breathe with an open mouth, lips pulled way back and this makes it look like they are super-happy, with a big, gape-mouthed smile. They are not super-happy. 


The very briefest of trawls will find a host of images of brachycephalics with the same drawn-back-and-up lips. It really does look like a smile so it's hardly surprising people think it is.  Of course sometimes it really is just a relaxed and happy dog - this, for instance, is my Irish Water Spaniel x, Curly.



The difference lies in the overall tension in the face - and very often a dog that is too hot and/or in respiratory distress will have half-closed, glazed eyes.



Another common sign is pinned-back, immobile ears.




  
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Why is Fantasy so Big in Gaming?

Fantasy is a mainstay for role-playing games (RPGs), in fact, it is for all types of games. Why is the fantasy genre such a major choice for games? It's true the first major RPG was based in fantasy, but it wasn't the only RPG getting started at the time. There is also the aspect that before that time the fantasy genre in books, movies, and other media was not popular. It was such a small niche, it was considered part of science fiction or speculative fiction.

Yes, there was some fantasy out there, some became classics like The Hobbit, and The Lord of The Rings. But, if you look for other fantasy from that earlier period of writing, you find authors who were writing fantasy stories to use the genre for retelling stories, or creating children stories. The level of epic fantasy didn't really take off until the 1970s. So, did Dungeons and Dragons ride the wave into popularity, or did it help create the popularity? This question might be more for someone interested in the history of the genre, right now, the question I want to address is, "why fantasy is so strong in RPGs and other games?"

It must be understood RPGs are not some incredibly new phenomenon, they go back through history. It wasn't call role-playing, and wasn't considered a game—to the extent that it was organized into a formal game system. People have always role-played. One basic training technique is role-playing, "If you were the customer, what would you do?" This isn't even in formal training, but in families growing up. The children emulate the parents, neighbors, friends, etc. And, I see this is where the basis for why fantasy is the basic genre gaming.

Children have creative minds. I can remember watching my nieces playing "the dragon and the princess." They chased each other around taking turns being the dragon who was chasing the princess. I think everyone has played some form of role-playing, we just called it playing. We were the soldiers, the cowboys, the knights, the warriors, the astronauts, the your turn to fill-in the blank.

As we grow older, we are faced with the everyday aspects of life. First, we are faced with being appropriate at certain locations or situations. Then we become students, and as students there are new controls on how we interact with others, and status. Imagine how different it would be if in high school you saw people chasing each other in the halls with foam swords and one person yelling out, "I'm the dragon! I'm breathing fire!"

Soon enough we are in the business world, the adult world, or, as many people like to say now, we are adulting. Even more restrictions are placed on us as we are requested, and required, to follow the social norms. We have to be the parent, the good example, or just make ourselves properly presentable.

It isn't until we get much older, closer to retirement age, when we tell people how our grandparents, parents, or even ourselves, are going into a second childhood. They have moved beyond the level of having to maintain a perspective of status. So many elderly people will tell you they are not concerned, anymore, about how other people view them—they are going to have some fun.

This entire cycle of life brings us from a time of enjoying our imagination, to a point, eventually, when we can enjoy our imagination again. The entire mid-section of our lives are an exercise of control on how we allow ourselves to be viewed—how we are perceived. RPGs allow for the escape during that time. Imagination can go in many different directions. The fantasy genre, however, allows a special break from reality.

Only fantasy is a complete break from the reality we face. So much of our adulting life is under the control of factors beyond us. We all have a certain level of control over what we do, how we do it, when we do it, where we do it. But, there is a level of conformity we must adhere to. If you want a job to earn money, then you have to meet the requirements of that job. And, that can be applied to pretty much every area. If you want to make a living off of your own efforts, then you have to create something others want, or find a way how you can take care of all your own needs. There is no magical solution to the problems we face, except with fantasy.

Fantasy allows us to see what it would be like if we could use magic. Science fiction usually uses science, westerns are based in a historical era (even if it is a mythical west), and most other genres are based in something tied to reality. Fantasy provides wish fulfillment. The dreams, imagination, of our childhoods can be given new life. And, fantasy provides the wish fulfillment along with giving us a break from reality.

Bringing together RPGs and fantasy provides the perfect fit. We can create characters who have abilities nothing in the real world can explain. We can play the characters and leave the real world far behind us. We can embrace the imagination of our childhood in a "controlled" fashion. It might be on the fringe of socially acceptable to play RPGs, but we are just considered weird and not crazy.

If you have any comments, questions, or critiques please leave a comment here, or send an email to guildmastergaming@gmail.com.

You can join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstrGmng).






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Meteor, Game Review

The deluxe cover
A meteor swarm is racing towards the Earth. All life is in danger of extinction. Governments are scrambling to build and launch rockets to destroy the meteors before they impact on the planet. Time is limited, however, therefore cooperation is a necessity.

Meteor, from Mayday Games, is a fast paced cooperative game for 1-5 players. Players are building and launching missiles at the incoming threat. The meteors are coming in fast, moving through five elevation zones. Giving the players five rounds, controlled by 5 1-minute timers (in the deluxe), to complete the destruction of the meteors. If any of them get through, the Earth is destroyed.

The game is listed at five minutes, but we found it took a little longer because you have some cleanup between the rounds. Even with between round activities, the total game time wasn't much longer. And, didn't take away from the fast-pace intended. We had 5 players working together to learn and play the game, and we played a half dozen games.

Each game of Meteorstarts with the limitation that players cannot talk to each other. You can gesture, grunt, and try to get attention, but no talking. This lasts until someone can get a communication network in place, satellite or facility. This is a fun twist to the game, which made for some hilarious interactions around the table.

Play is done by placing cards from your hand onto your launch pad, and helping other players build what is on their launch pads by playing supporting cards there. You have a limit number of cards, which are your resources, so you have to watch where your resources can help others. Also, knocking the meteors out of the sky is not just blasting them with the biggest missile you can build.

Along with the resources, you can play with cards that give an advantage and a hindrance to each player. We found these cards added to the game. We played a couple of introductory games without them to learn the basics and then went with everything. All of the cards were balanced and we even faced winning or losing because of the additional factors.

The first game we played took longer as we learned the intricacies of what different cards meant, and what we could do. To accommodate learning, there is a "Time-out" rule so you can look up clarifications. Once we learned what the different cards meant, we weren't looking up rules very often, but we still had a couple of time-outs in our later games.  It seemed like there was a longer learning curve, but it really wasn't any longer because the game is moving so quickly. Even with all of the stops, making sure we knew what the cards meant, we played six games in about an hour.
 
Everyone had fun with Meteor. Some players were getting into it and were talking strategy between games. Everyone agreed this would be a great game to keep handy, and it fits right into being a filler game, or a cabin game.

We were 50/50 on the win/loss record. That shows a good balance for a cooperative game. In one of the games we even pulled off the ultimate B-movie cliff hanger by destroying the last meteor as the fifth timer was running out of sand.

Meteor is from Mayday Games and designed by Mike Young. It is designed for 1-5 players of ages 13+.

Thanks to Mayday Games for the review copy.

If you have any comments, questions, or critiques please leave a comment here, or send an email to guildmastergaming@gmail.com.

You can join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstrGmng).






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Salt Lake Gaming Con 2016, A Look Back

2016 was the second year for Salt Lake Gaming Convention. An event to celebrate, share, and promote the community of all types of game players. This year's event was larger than last year's. Some of last year's attractions and events returned to share space with new ones.

People were arriving at the convention as individuals, families, and groups of friends. They were coming to compete in one of the many tournaments, to support their fandom, and to see what this group is really about.

Entering the convention, these smaller groups arrived into a welcoming community. People were meeting old friends and making new ones. There was opportunity of getting to know others who have similar likes, either with the conventioneers, or with groups who were representing their causes and fandom. People stopped strangers to complement their cosplay, or they discussed games they were watching. They were talking to people they didn't know over the move they saw on the big screen, or what it was like after the demonstration of virtual reality. The strategy talk around the X-Wing Miniatures was similar to those around the viewing areas of Heroes of the Storm. Afterwards, they walked away as new friends, acknowledging them later as they passed.

You may have been in one of the many tournaments or contests taking place. There were also the supporters of the competitors, a cheering crowd (sometimes loud and sometimes whispers) of fans looking for the favored cosplay, and the next strategic move. All of them joining together with the goal of winning, but, more importantly, for most, of being involved.

Some were not ready for the official contests, and there were plenty of other varieties for enjoyment and fun. There were soccer moms grabbing nerf blasters and foam swords. There were families sitting at game tables. There were young children interacting senior citizens as they showed their costumes (in both directions). People were with people without regard of who they were before walking through the doors.

Along with supporting already known interests people were finding new interests and new causes. We have the areas we enjoy and what we like to do, but people who might not try a role-playing game, or Live Action Role Playing (LARPing), were signing up and giving it a try, just to see, and finding they enjoyed it. There were groups supporting interests like veterans and children. It was something to see members of B.A.C.A. (Bikers Against Child Abuse) talking and laughing with a group of zombies.

This is what gaming conventions, like Salt Lake Gaming Con, are about. There are events taking place during the convention, but it is about the building of community. There is the ability to bring together people with common interests, even if they didn't know they had the common interest before arriving. People were looking for one thing, and found more. They left with memories and memorabilia they could share with the friends they came with, and tell those who didn't. Some had made new friends they'll see at the next convention, or get together between times.

The people make events like Salt Lake Gaming Con as enjoyable as we want them to be. Watching, participating, and interacting with the people at the convention, I could see the atmosphere of enjoyment and fun. There were many smiles and jokes being shared by the conventioneers as they were leaving, and many a child who just wasn't ready to leave.

Salt Lake Gaming Con is now partnering up with Salt Lake Comic Con and I am looking forward to seeing what we get to participate in next year.

I would like to thank Salt Lake Gaming Con and Utah Geek Magazine for the opportunity of attending the convention.

If you have any comments, questions, or critiques please leave a comment here, or send an email to guildmastergaming@gmail.com.

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"However perfect and beautiful the dogs might be on the outside, on the inside they are broken"


The video above is of a Dobermann called Bella. Be warned - the end of it shows her dying in the middle of a retrieve  "Bella..?" calls her owner as he sees his dog collapse and starts to run towards her. "Bella...!"

It is not a one-off. Many other beautiful Dobermanns die in exactly the same heart-breaking way because of a disease that now affects around 60% of the breed: DCM (dilated cardiomyopathy).

Dobes suffer from various forms of the disease and other heart issues too.  According to the available statistics, the average age of death for this breed is now between seven and eight years old.

Yesterday, Carol Beuchat from the Institute of Canine Biology came across the video of Bella dying and was so moved she stopped what she was doing to write this impassioned piece calling for breeders to re-focus on the root cause of the problem, not the consequence.

She writes:
Our dogs are dying of inbreeding. Decades of inbreeding in a quest for the ever more perfect dog has resulted in the loss of genes that are essential to life. However perfect and beautiful the dogs might be on the outside, on the inside they are broken.
What are we doing about this? We seem to be doing a lot. There are research studies, DNA tests, health seminars, disorder-specific Facebook groups, and so on.

But our dogs are dying of inbreeding. None of the things we are doing will cure inbreeding. Scientists can't cure inbreeding. Inbreeding must be cured by breeders.

In 2002, Dr Reinhard Haberztti wrote: “The Dobermann was created from mixtures of various breeds and half-breeds at the end of the 19th century. This genetic variety was a great health advantage. Up to approximately 1950, there were practically no hereditary health problems, worldwide.

Yes, you read that right.

Less than 70 years ago, there were almost no known hereditary health problems in Dobermanns. 

Now the breed faces extinction. 

Carol references work done by Professor Sonia Garcia to conclude that without a change in breeding practices every Dobermann will have DCM by 2039. Every Dobermann.





I have a particular interest in this breed because my boy Jake is a Dobe x GSD mix (with Dobe making up the most of his ancestry). He is 14 now and, without fail, any vet that examines him raises their eyebrows when they listen to his heart.

Because it's that strong; that steady, with none of the telltale arrhythmias that kill so many Dobermanns. Just luck, almost certainly, but outcrossing is probably the only way out now for this breed.



There are now a handful of Dobermann breeders talking about an outcross but, sadly, such a venture is very unlikely, currently, to be endorsed by the majority of breeders who have been indoctrinated into thinking that such a move would sully the purity of their breed.

Here's what Carol thinks:

Unless there is some unanticipated scientific breakthrough, the future of the Doberman is grim. Dogs will continue to be snatched from life by sudden heart failure, and owners will continue to come home from work to find their dog dead on the floor. The Doberman DCM Facebook group will continue to grow. The Rainbow Bridge will widen to accommodate the souls of the dogs that are dying too young.... 
DNA testing does not make somebody a "responsible" breeder. Caring for the heritage of your breed does not make you a "preservation" breeder. Pride and love and dedication are all terrific, but they will not prevent the heartbreak that awaits thousands of Doberman owners in the future. Breeders need to DO something about this. Breeders need to step up to the plate and acknowledge that continuing to breed dogs that are likely to die of a genetic disorder is irresponsible, unethical and inhumane. That is certainly how the average, everyday dog lover feels. This is also how I feel. 
The Doberman was not created in its present form by a dog-loving God. It is a "blender" breed, created by a man who mixed a bit of this and a bit of that until he had the dogs he wanted. The breed was "recognised", the studbook closed, and the gene pool has been getting smaller ever since. Can the breed be saved by a cross-breeding program Who knows, but certainly it is worth a try and there is little too lose. But time is running out.

Read the whole of this incredibly powerful piece by Carol here - and if you don't know her work, please take the opportunity to explore the ICB website and what it offers to everyone interested in breeding healthier dogs.


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The Goblin Necromancer Gubbolt, (D&D 3.5/L5)Goblin

Continuing with the current cast in the city campaign.
Goblin Wizard by XombieDoll on Deviant Art

In many places of the world goblins have become accepted in the outskirts of the main society. In most they are not. When it comes to the magical arts one group that follows along the same path are those who study necromancy. Gubbolt a goblin necromancer has been persecuted in many locations, until he found a home in the city of Castanis.

Gubbolt started life being born a slave, the son of slaves, who were in turn the children of slaves. It was existence, not really a life. They were alive, and ever since he was young Gubbolt heard the tales of how one day they would no longer be slaves. But, the drow they were enslaved by ruled with a harsh hand. Any of the slaves who spoke of rebellion were put to death. Gubbolt saw this practiced many times in his younger life, and even though there was always those who spoke of being free, none dared act.

The other thing Gubbolt learned in those earliest years was how to be out of the way when trouble came. He wasn't the fastest or the strongest of the goblins, which at times can make it harder to get away from the problem that was about to strike, but Gubbolt was smarter than most of the other goblins. He learned the best way to get away from the punishments his drow masters loved to dish out was to leave before it happened.

In the darkness he learned to watch what was happening around him and act before it was necessary to just flee. His ability caught the attention of an unlikely mentor, a drow wizard. Bonsiess watched the young goblin and recognized he was smarter than most. He purchased the goblin and put him to work helping him in his personal studies. Bonsiess's arrogance never allowed him to consider the slave creature could be smart enough to learn the magic he was being introduced to.

Working for Bonsiess made existing easier for Gubbolt, almost a life. He ate a little better and was given cleaner clothes, so he could be presentable. Bonsiess would work in his lab and it was Gubbolt responsibility to clean after the drow. Until he was needed, he was expected to be out of the way, and preferably out of sight.

Gubbolt watched. He watched the wizard, and the others the wizard had in his lab. They would have their books open when they were reading them, many times following the script with their fingers as they discussed some point of magic. Gubbolt watched, and he learned.

First, he learned to read. He read as he watched. He read the books he was to put away. Next, he learned how to submit. He cowered to the wizard. He let the drow believe he was content in what he was doing, that he was better off than the other goblins, because he was, and that is what Bonsiess believed. Then Gubbolt learned how to cast spells.

Bonsiess knew the goblin slave was behind him ready to clean up whatever he left behind. He didn't know his slave was mimicking him, learning from him.  Over the next couple of years the young goblin learned the cantrips used by wizards. And, as he learned he started planning.

Gubbolt plans weren't about freeing all the slaves, nor all the goblins. He wasn't even concerned about freeing any of the other slaves at all, only himself. He studied harder to prepare for a time when he could leave the drow behind.

While studying he realized he did not care for the enchantment spells, they didn't do much good to those he wished to get away from. He also didn't care about the spells of abjuration. But, those involving necromancy were of interest.

Finally, his time had come where he dared to attempt his escape. Bonsiess had business transactions with a merchant trading goods with the surface, and Gubbolt used the merchant's goods, the merchant, his own feeble magic, and a lot of luck to get out of the drow city and to the surface. Over the next few years on the surface, Gubbolt did little more than exist, but he felt he was living because he decided what he did.

Life was harsh, but he was used to harsh. Surface dwellers were not friendly because of his race. They were not friendly when they discovered his talents. More than once he fled to save himself.

He finally found his way to the City of Castanis and had heard how every race was welcome. He also discovered that although the law said he was welcome, it did not mean the people already living there would be welcoming. But he found a goblins living in the city.

The goblins he found had created a common living area for protection. They had a strong leader. The leader, however, was like most goblins Gubbolt had known, lacking true vision for the future. They were existing. Gubbolt knew how to exist, and he had learned how to live. He decided he didn't want to be their leader, but he could guide them in a direction that would make them stronger, him stronger.

Now Gubbolt is the considered the intellectual leader of the thrown together clan of goblins in the city as the advisor to the clan chief. Gubbolt like the position. He known the leader and his secret. He knows his position is safe, and in that safety his necromantic abilities have been allowed to strengthen.

Gubbolt, Necromancer (Wizard specialist) Level 5, DnD 3.5 (core books)

Str 8, Dex 10, Con 16, Int 15, Wis 12, Chr 6
Alignment: Neutral Evil
HP 29
AC 11 (size)
               Flat footed 11
               Touch 11
Initiative +0
Attack base +2 (-1 strength, +1 size)
Melee +3 masterwork dagger (1d4/19x2)
Ranged +3 light crossbow (1d6/19x2)
Fort +4, Reflex +1, Will +5
Skills: Concentration +9 (6), decipher script +9 (7), hide +4, knowledge (arcana) +8 (6), move silent +4, ride +4, sense motive +3 (cc4), speak language (cc6), spellcraft +11 (7), survival +3 (cc4)
Feats: Combat casting, craft wand, eschew materials, scribe scroll, summon familiar
Languages: Goblin, Common, Under-common, Drow

Magic items: Brooch of Shielding (76 charges), Wand of Expeditious Retreat (16 charges)
Potions: None
Scrolls: 3 scrolls; 1st-detect undead; 1st-disguise self, 2nd-see invisible, 3rd-vampiric touch;2nd-whispering wind, 3rd-clairaudience/clairvoyance, haste.

Mundane items and monetary treasure as appropriate.

Spells: memorized spells are left to the GM based on need or style of play
               Spell Load 0 level-4, 1st-4, 2nd-3, 3rd-1 (additionally one necromantic spell per level)
               Barred schools are Enchantment and Abjuration

0 level-all as per Player’s Handbook
               1stlevel: cause fear, chill touch, colorspray, comprehend languages, detect undead, enlarge person, expeditious retreat, feather fall, grease, identify, mage armor, ray of enfeeblement
               2nd level: detect thoughts, fog cloud, ghoul touch, invisibility, mirror image, scare, scorching ray, see invisibility, spectral hand
               3rd level: clairaudience/clairvoyance, vampiric touch

If you have any comments, questions, or critiques please leave a comment here or send an email to guildmastergaming@gmail.com.

You can also join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstrGmng).



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