Pages

.

Fuck closed stud books. Fuck them to hell.

Faith aka Faybee

Just over seven years ago, in April 2009, journalist Gina Spadafori was at the VCA Veterinary Referral Centre in Sacramento with her beloved Flatcoat McKenzie who had just delivered seven puppies. The labour had stopped - but the rads showed two puppies still in there. Vet Dr Bill Porte said one was definitely dead, but he thought the other, trapped behind, could still be alive. Gina, however, was convinced both were dead. Dr Porte sent Gina home, promising to do his best. As she left, Dr Porte turned to her and said: "Gina? Have faith."

The last puppy was delivered alive later that night. Gina called her Faith and kept her. For the past seven years, everyone who knows and loves Gina has got to know Faith aka Faybee (short for "Faith Baby") better than some people get to know their own dogs. Gina is a born communicator - smart, witty and capable of transforming the most mundane of Facebook updates into something exhilarating. It shines through, too, that Gina is a good soul. It has earned her hundreds of friends.

I 'met' Gina online in 2012, shortly after Faybee's mother McKenzie was diagnosed with malignant histiocytosis. Gina and I are divided physically by the Atlantic, but connected through our career choice (both journalists) and a shared fear for the future for the Flatcoated Retriever, a breed currently fighting a losing battle with cancer - mostly soft-tissue sarcomas, but a growing number of other cancers, too.

Gina fought tooth and nail to keep McKenzie by her side - until she could do no more. It was profoundly upsetting to witness both the death of such a beautiful dog and to feel Gina's grief so acutely through her writing.

Faybee's sire too died of cancer - osteosarcoma. Neither of Faybee's parents made their 8th birthday.

For the past four years, I think everyone who loves Gina has been holding their collective breath, praying that Faybee wouldn't succumb to the blight; hoping that she had landed on the right side of the Flatcoat's 50/50 odds of dying of cancer by the age of eight.

Last Friday, Gina revealed that Faybee had been under the weather for the past couple of weeks. She took her for a full work-up and a scan revealed an enlarged spleen. They operated and found masses which seemed to be contained to the spleen, which was removed. The vets told her they could be benign. Faybee bounced back from the surgery and came home to Gina on Sunday. She was in good spirits.

But on Tuesday, Gina revealed that Faybee wasn't quite as good as she had been the day before. It was at this point, I am certain, that every Flatcoat-owning friend of Gina's felt sick to the stomach.

Tonight, I logged on to Facebook to discover that Faybee is dead - rushed back to the vets in the middle of the night because she suddenly couldn't stand. The pathology report, which came though a few hours later, revealed what by then was already known: the tumours had not been benign. Hemangiosarcoma. Quick and ruthless.

"Fuck cancer," wrote Gina tonight. "Fuck it to hell."

A couple of weeks ago, UC Davis released an initial report regarding Flatcoat genetic diversity. It concluded that despite having very little, the breed was pretty healthy.

I was actually so disturbed by this that I wrote to Neils Pedersen at UC Davis. I know Gina was shocked too. Can you really claim that a breed with such a high cancer rate is healthy?

Healthy until dead, perhaps - and that is true enough; the flatcoat suffers from relatively few other genetic diseases and it is a fundamentally functional, dog-shaped dog.

Ad hey... we can argue, perhaps, that Fabes only suffered a very short illness and prior to that lived a life full of love and fun and happiness.

But fuck that. Fuck that to hell.

I can't read the outpouring of sympathy on Gina's timeline - the emoji broken hearts; the inevitable mentions of the rainbow bridge; the well-meaning words about Faybee being at peace or in a better place. The only better place for Faybee is with Gina. Alive. Breathing.



I can no longer look into the eyes of a Flatcoat and not see the cancer. A river of poison runs in their veins.  It is why there is no longer a Flatcoat by my side.  I have built a wall round my heart in an effort to protect myself - so much so that reading about the death of yet another young dog on the Flatcoat health pages barely grazes any more. But some... some... get through the defences.



So can we please make something good come out of this? For Gina. For Faybee. For this beautiful breed.

It is not OK to predictably lose dogs at seven or eight years old (and many, many far younger).

It is not OK to accept it as just the price we pay for loving the breed, as if it's some kind of badge of honour.

It is not OK to point out that there are other breeds that die even younger or some Flatcoats that beat the odds.

It is not OK to try to deflect the blame on kibble or vaccinations or toxins in the environment.

It is not OK to throw a few quid at research and keep on breeding them the way we do - not when we know why they are dying so young and we could stop it happening.

Howzat?

The Flatcoat is dying because it is so genetically depleted through inbreeding that it can no longer mount a defence.

Open the stud books.

Open them now.

Further reading:

Flatcoats and Cancer

Goodbye Maisie
reade more... Résuméabuiyad

Just Cause 3 Review

Just Cause 3
Publisher: Square Enix Developer: Avalanche Studios Platform: Xbox One Release: 2015 Players: 1 Genre: Third-Person Shooter / Sandbox Rating: 8.6 \ 10.0: Fantastic

Above is Rico, just causing some chaos.

Have you ever wanted to play a game you can decapitate a statue, attach the head to a heavily armed helicopter, and use the head as a wrecking ball whilst launching an endless barrage of missiles, and are morally obligated to do so? If your answer is "Yes", then Just Cause 3 is for you.

For those of you unaware, Just Cause is a series of open-world action games in which you take control of Rico Rodriguez, a man obsessed with freeing oppressed fictional countries from the reign of evil dictators ... by reducing countless military assets to flaming rubble.

This time around, things are a bit more personal, as Rico's homeland, the fictional Mediterranean archipelago Medici is being controlled with an iron fist by General Sebastiono Di Ravello. The general plans to use a precious ore known as Bavarium, which is found only in the region, to take over the world, therefore justifying any "crimes" committed by Rico. If you have any doubt that liberating Medici wont be exciting, then the game immediately proves you wrong; unless you don't find bombarding military property with an infinite supply of rockets from atop a plane to be the least bit thrilling. While this stunt is difficult to recreate, this opening gives you a good idea of what to expect.

Rico is eventually thrown off the plane, and meets up with his best friend Mario Frigo, who explains that he and his fellow Medician rebels are in dire need of help, and calls in a helicopter to bring Rico to the brilliant scientist Dimah Al-Masri, head of the rebellion. She outfits Rico with a wingsuit, an substitute to vehicular travel that's difficult to master, but incredibly useful.

After flying towards to a small unoccupied fuel station, Dimah also equips you with a brand new grappling device. Just Cause 2's grappler was a lot of fun to use, but could only really be used to tear down statues and yank enemies towards you. The all new device allows for much more destruction, as you can pull any object that's not rooted to the ground towards a solid surface or another object. You immediately get to put it to the test by tearing down several fuel tanks, resulting in a beautiful series of explosion. You're then instructed to blow up a nearby bridge to stop an incoming military convoy, which reveals that unlike its predecessor, JC3 gives you access to unlimited triggered explosives.

After the bridge is demolished, the mission concludes, and what you do next is up to you to decide. Will you go out of your way to free every settlement from Di Ravello's wrath, or travel around the beautiful landscape seeing what you discover? There's entertainment to be had whatever you decide to do, but it's easy to get lost if you don't stick to the optional objectives; the islands of Medici make up a whopping surface area of 400 square miles (1,000 square kilometers), and every acre is truly a sight to behold. This land is divided into three regions, each of which offer a unique experience. Insula Fonte is a rural, agriculture-focused area littered with vibrant fields flowers; Insula Dracon houses a large amount of  oil stations; and the incredibly dangerous Insula Striate is widely varied, containing both snow-capped mountain ranges and Bavarium mines.

While there is tons to do in this game, the core of the gameplay lies in liberating the towns and military bases peppered throughout the archipelago. In order to free a settlement, you must destroy every military asset in the area. Towns will often contain speakers, Di Ravello Statues, billboards, and other means of spreading propaganda, and most restricted areas are littered fuel tanks, electrical units, radars, and satellites. Most civilian areas will also have a police station, which is taken over by calling in rebel reinforcements are taking out enemy troops and vehicles. After freeing every settlement in a province, you will be able to fast travel (extract) without using your limited flares, and the location of any collectible items is revealed. Reducing government control over Medici is loads of fun at first, but by the time that only a few settlements remain, liberation will feel like a chore. To make matters worse, the game's framerate will suffer horribly when there's too much occurring onscreen at once (or sometimes when there's hardly anything occurring), though this rarely lasts for long.

The one thing that keeps the action from becoming stale is the vast amount of freedom you you are given in combat. Say that you're being confronted by a helicopter; you could simply gun it down, hijack it, tether it to a nearby surface or hack a nearby anti-aircraft turret and have it take down enemy aircraft for you. I once saw someone down a copter by tethering it to a car, driving it off a bridge which weighed it down, and bailing right before the vehicles crashed. It's moments like these that simultaneously add of strategy and silliness amidst the nonstop chaos. If you'd rather take out Di Ravello's forces silently and stealthily, then this game unfortunately isn't for you; the closet you can get to an alternative to going in guns blazing is picking off the opposition from afar with a sniper rifle. (However, if you're in search of a "liberate bases in exotic nation"-style sanbox shooter where stealth is effective, than I'd strongly recommend playing Far Cry 3 or 4)

Making the combat even more enjoyable is the varied arsenal. While there is a selection of fairly generic pistols, assault rifles, and the like, there are also creative weapons such as dual-wielded automatic shotguns and a lock-on rocket launcher that splits into smaller rockets to hit multiple targets.

Adding even more depth is the new leaderboard system. By performing a wide array of feats ranging from farthest distance ascended with the parachute without touching the ground to most enemies dispatched with a single clip of ammunition, you are ranked on list against a randomly selected pool of players and your friends that play the game. If you do something absolutely insane like drive out of a cargo plane multiple kilometers above the ocean and survive (just like yours truly did here: https://www.youtube.com/watch?v=Gs-gJmiZ1NA) and you want to see if your friends can outdo you, you can send them a call out daring them to do so.

The equipment upgrade system has been given a major overhaul; rather than simply collecting weapon and vehicle parts to increase power, there is now a wide variety of optional "GEAR mods". Some of these can't hurt to have activated, such as mods than increase your maximum items and reduce the cooldown of equipment drops, while others are suited to certain play styles. For example, if you care more about witnessing objects go flying than causing destruction quickly and efficiently, you'll want to equip your planted explosives with rocket boosters. If you fall into the latter category, you might also want to activate the Glass Grenades mod, which causes your grenades to explode the moment they make impact with a surface. I developed a strategy of placing explosives with the Proximity mod activated at areas where I knew reinforcements might arrive that would explode as soon as an enemy approached them. However, these mods aren't available from square one -- in order to unlock them, you must complete challenges. Each category of gear has its own set of enjoyable challenges. My favorite challenges are the wingsuit courses in which you glide through wings to the accompaniment of an uplifting soundtrack and the Crash Bomb challenges that have you drive a bomb-rigged car towards a set of targets. Based on your performance in the challenge, you are awarded up to five gears that go towards unlocking mods. While the challenges are fun for the most part, some of them can be incredibly frustrating, especially timed Destruction Frenzies that take place in bases with chaos objects that are spread far apart or take an excruciatingly long time to destroy with bullets. I even encountered a glitch during one of these challenges that placed an invisible barrier in front of the targets, making it nearly impossible to get a five-gear score until I took a riskier alternate path to the objective. I was also mildly annoyed that I had to earn gears in order to unlock the ability to aim down the sight of my gun, which is essential to making the most of semi-automatic weapons, given this feature was usable from the very beginning of JC2.

Another aspect of JC3 in which it outdoes its predecessor is the presentation; the HUD and menus look sleek and professional, and the voice acting is a massive step up over exaggerated so-bad-it's hilarious performances in Just Cause 2 -- this truly feels like a Triple-A game.

If you're planning to complete this game 100%, then be prepared to sink around a hundred hours into this game, if not more; you'll have to liberate every settlement, bring one of each civilian vehicle to a Frigo Garage, earn five gears on every challenge, light every rebel shrine, pay your respects at every ancient tomb, dig up every vintage weapon and vehicle part, and collect every entry in Di Ravello's audio diary.

My final and possibly largest gripe with this game is that the repetitiveness can make even the most fun things I did in the game feel stale. My first time pulling a helicopter towards the ground felt incredible, so did wingsuiting over the beautiful landscape, but such activities start to get old once you've played the game for as long as I have.

Just Cause 3 isn't an outstanding game, but the sheer amount of replayability easily overshadows the flaws, and it will keep any fan of open world action entertained for a long time.

The System Difference: While JC3 is a blast on all platforms, but it is reportedly the most stable on PlayStation 4. I only played the game on PS4 for a couple hours, so I'm not sure if that version of the game contains some of the glitches I encountered on Xbox One. The game still lagged and eventually crashed when the action got too intense on PlayStation, so no player is safe from that issue. The console version also has annoyingly lengthy load times. If you own a powerful computer which an NVidia GPU, it's the best platform to play on. I've played the game on my PC which has a GTX 1070 graphics card with 8 GB of video memory as well as on my Xbox One and experienced no performance issues when using the highest graphical settings at a 1080p resolution. However, players who use AMD hardware or that had 8 GB of RAM or less have reported frequent crashes and memory leaks.

Ups
Massive open world
Engaging combat
Decent voice acting
Incredible visuals
Brand new leaderboard
Fun upgrade system


Downs
Liberation ends up feeling like a chore
Occasional performance issues
Lengthy load times
Some poorly designed and glitchy challenges

Also Available on PlayStation 4 and PC.

ESRB: M (PARENTAL WARNING: This game contains moderate amounts of realistic blood, intense violence, and some strong language) Content: Blood, Intense Violence, and Strong Language Price: $59.99 (Retail / Download)
reade more... Résuméabuiyad

Reflecting Reality of the Game is Not Always Usually Our Reality

From Unepic
Recently I was drawn into a conversation concerning the accuracy of events in a role-playing game (RPG) session. The conflict was presented with concern to a disagreement of rules, and I was being asked to give an opinion to help settle the dispute. Unfortunately it was not about the rules, instead it was about the inaccuracies of the game within the confines of reality.

I have heard this argument again and again from my early days of gaming, in other words almost 40 years. I was not immune from being involved in these arguments either.  Every time, though, I have been confused on why there is even argument comes up. I understand there is a basis of reality in every fictional setting, it is what we as a player are about to ground ourselves on and to build from. From that grounding point we take a leap over the gap of known reality to create something new—the willing suspension of disbelief. What I have come to understand this is not the argument, but is one aspect of argument for something else.

The person on the side of greater physical accuracy was certain the game could be enhanced if physical properties of things, like volume, (in this case a fireball) were portrayed within the game. In simple terms, they had calculated how much volume a 20 foot spherical fireball should have, and then determined that if the area was constricted due to structures how the fireball would expand until the volume had been placed. This seems like a very logical argument. He had his numbers worked up and was able to present everything logically.

From Fantasy-Faction.com
He then continued his explanation on how he had tried to implement the change into the game they were playing during an encounter. And, how the change would have effected outcome. This, he explained, would had made the party "more" victorious in the situation. And with that conclusion, determined it should be done.

The game master (GM) defending his action simply said I don't want to do that every time some casts a fireball, or any other similar spell. His believes doing that level of calculation took the fun out of playing the game turning it into a math class assignment that would bog everything down to a crawl. More importantly there was only one person in their group that cared about figuring it out and wanted to use it.

My first response after hearing the arguments from the two sides was it sounded like the group had already made a decision on how they wanted to play their game. And, to me, the group should be the deciding factor since it is their game. The GM was backing up the group's decision. They didn't need me to tell them one side was right. Neither, was wrong, depending on how they wanted to play it.

The advice I gave them in the end was to come to a decision as a group of how they want to handle it. It would be a rule for the entire group. I even told them how over the years I have been involved in groups who have had to deal with numerous unclear rules that needed clarification during play, I was even chuckling to myself because this very same scenario was an issue our group had dealt with. We still bring up rules clarifications. There is also the aspect that during game play the GM has final ruling to be able to maintain continuity, which would have been my second point of advice.

During play they did go with the GM's ruling and then started arguing afterwards, but it was admitted the rest of the session was tense and eventually cut short.

I have always argued that playing a game is for the fun of the game for everyone involved. The issue at hand in this conflict was one person's self interest in making his character look meaner and smarter (he admitted it, so I can say it). They still defeated the encounter, and the change to create a more "physically accurate" manifestation of his magic would not have changed anything in the long run.

He also started to understand how he was wanting to change the interpretation the group had been playing under for some time. They had played and advanced his character to the point he could use a fireball spell. If this applied to that spell, why not to the spells he and other could cast at earlier times?

Characters are a part of their environment, just like we are part of our environment. If you are pulling a character into a new environment they don't know and understand, like in the Thomas Covenant Series of books, then I would think throwing this sort of change into play could work, but it would have to come from the GM as a surprise twist the characters would have to learn to deal with. If you want to have this in an environment the characters grew up in, then those are aspects of the world the characters would have known about before ever becoming adventures.

This applies not just to fantasy settings, but to every setting. If you are running a Star Trek campaign, characters are going to know the basics of the universe they are living in. If you are running a present day spy thriller set of adventures, you are dealing with the current day. If you are running a modern day Cthulhu setting, then you have the current day with a lot of nasty creatures and cultists. No matter which way you go the setting is something the characters have a level of understanding about. The skills they grew and the effects they are familiar with stay the same. Yes, unless a twist is introduced by the GM.

I have known a number of GMs who like running their own creations, I like running my own creations. And, when you need to make a twist to the overarching setting, the best thing to do is let the players know before you start. Then the players know, and thus the characters know, about their world. This allows the players to create characters who are familiar with the world they live in, they grew up in, where they will be exploring. There is always something new to discover, however, just read the adventures of any of the historical explorers of our world.

If you have a comment, suggestion, or critique 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 (@GuildMstGmng).







reade more... Résuméabuiyad

Two minutes to save a breed - here's how


I've documented the hideous drift in type in European Great Danes here many times. And, sadly, this mastinoid creep is spreading like some virus. Even in those countries where Dane bodies still remain lean and graceful, such as the US, we are seeing heavier and heavier heads.


1903 breed standard  illustrations compared to today's 'hypertype' Danes

UK Danes
Now Dane campaigner Maria Gkinala is petitioning the FCI to do something about the physical degradation of this beautiful breed - which has suffered, sadly, in many ways from not having a working job to keep it sound.

Please sign the petition here and help stop this before it is too late. It will take just two minutes of your time.  Petitions really do work if enough people sign them as they pressure organisations into engaging with the critics. This is the first step to reform.

I had Danes as a kid (galumphy boy Dougal just a pup here), so this one matters to me.



Further reading:

The demise of the Great Dane

More French Great Danes

Maria's excellent Great Dane Gnosis blog
reade more... Résuméabuiyad

Azzuct, 3rd level Goblin Rogue (Machiavellian Campaign/D&D 3.5)

From Inimigos goblins e kobolds on Pinterest
Another non-player goblin character for use in a city setting. For me this works with the Machiavellian Campaign I'm running where the city has a goblin enclave.

The city streets aren't the safest place to grow up. And when you belong to one of the minority races it isn't just unsafe, it is hard. Azzuct learned those lessons early in life and they were hard lessons to learn. The only reason why he is even alive at the ripe age of fourteen is because the attack on him and the rest of his family (which left all the others dead) when he was twelve was seen by an enclave goblin patrol. Over the past two years he has established himself as a scout for the enclave and a budding thief.

After recovering from his wounds, thanks to an adept living in the enclave, Azzuct started training with other young goblins on how to scout the city streets and buildings to protect the rest of the goblins. Although he doesn't think he is anything special in his clan, Azzuct has been noted for his dedication to his training to improve his abilities.

Not only has he shown an ability of maintaining his focus on the tasks he has chosen for himself, Azzuct has been trusted to do some further scouting into the city. He didn't know he was being tested by clan elders, but the extended scouting trips were to see how well he could, and would, follow orders. Because of his determination to complete the task as given clan leaders have provided additional support to the young goblin in the hopes of being able to groom him into a more formidable proponent for the growing clan in the city.

The leaders know Azzuct has no desire to be on who would negotiate with other races and he hasn't shown any interest in leading others, but he is willing to improve himself as a sneak, one who could provide information back to the leaders. Azzuct likes this path that has been proposed to him.

When he is not working on a patrol, or other service for the clan leaders Azzuct spends his time between spending time with his friends (as most would consider teenagers), but he also enjoys spending a certain amount of time on his own, usually out of doors. To accommodate this alone time Azzuct makes his way to the rooftops of the city and has been exploring out from the enclave's holding. During his explorations he has found several places where he has created hideouts he can use in case of trouble. Currently these locations are not far out from the enclave's control, but he has planned to create additional holes further out.

Azzuct doesn't have much more in plans for himself than helping his clan. He knows the enclave will most likely not grow in size within the city, but he has seen how it is growing in influence from the activities of some of the leaders. Personally he doesn't care about gaining influence, but he has started developing an interest in what he can do on his own as he gets better at his own abilities.

From sc4v3ng3r on deviant art
Azzuct (Rogue level 3, D&D 3.5 using core books)

Str 11, Dex 14, Con 12, Int 11, Wis 14, Chr 9
Alignment: Lawful Evil
HP 17
Initiative: +2
AC 17 (studded leather +1, dex +2, size +1)
Attack base +3
Melee Attack +4, masterwork small short sword (1d4/19x2)
Ranged Attack +5, masterwork small light crossbow (1d6/19x2)
Fort +2, Reflex +5, Will +3
Feats (2): Acrobatic, evasion, sneak attack +2d6, stealthy, trap sense +1, trapfinding
Skills (48): Balance +10 (6), climb +6 (6), escape artist +3 (1), gather information +4 (+6) (+2 for the enclave or city)(5), hide +9 (1), jump +5 (1), knowledge (local—city) +5 (5), knowledge (local—goblin enclave) +5 (5), listen +7 (5), move silently +10 (2), ride +6 (0), Search +1 (1), Spot +7 (5), Tumble +9 (5)
Special Qualities: Darkvision 60'
Languages: Common, Goblin
Magic: potions cure light wounds (1) reduce person (1); studded leather +1
Special mundane items: Masterwork small light crossbow, masterwork small short sword.

If you have a comment, suggestion, or critique 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 (@GuildMstGmng).






reade more... Résuméabuiyad

All the World's a Stage, Setting the Location of the Game

When people are talking about the games they play, either as a player or a game master (GM), they talk about the in game events. But remember the events happening outside of the game influence the game tremendously. There are things that can be done to help bring everyone more into the game being played. I've heard people talk about what can be done during game play, I have even written on that subject, but how about taking a broader view?

How you prepare the gaming area can make a difference in how the game goes. There are a lot of fun things the host, or the GM, of the session can do to help create a mood for a game. Here are some ideas on how to enhance a game by staging some things before the session. I'm not looking at ways of spending a lot of money on new little toys and gadgets. Instead, I am working on the premise of some quick and easy things you can do to help get things going in the right direction for your gaming session.

Many people have dedicated gaming rooms where they play. The rooms are decorated with collectables, artwork, figurines, books, assorted side tables, etc. the group has become comfortable in the gaming room because they know where everything is at—the Mountain Dew is in the mini-fridge and the Cheetos are on the shelf to the right. Other gamers use the dining room table, kitchen table, or the piece of plywood balanced between the sawhorses. I have game in all of these settings and they all work. So what can you do to change it up to make the session a little more memorable?

I know most players don't want to use a tablecloth, but adding some strange cloth to the table can set a different mood. A spread or a runner that matches to the style of the game can set an immediate change of the mood for the players just by seeing it.

Walking into John's apartment you know this is the session the group is facing off against the evil priest, but the day at work left you still thinking about the unfilled order you have to deal with tomorrow. Then you see the "gaming table." There is a red tablecloth with a couple of candles placed in the middle. Next to the candle is an old knife sitting next to a small cutting board with a raw piece of meat. The thoughts of the day quickly shift from what was to what is going on now.
 
All of this can be cleared away before the actual gaming begins, but in a simple gesture the mood for the game has been set by a quick visual reference. This can be done multiple ways by changing what is set on the table. If you want to get even cleverer with what you are doing, the pregame setup could provide clues to what is going to happen. After doing this a couple of times you might even get people interested in showing up by a certain time so they can explore the setting before it is taken down for the game.

Instead of giving everyone the same thing you can also provide players with specifics for them and their character. The first thought people think of is the note the GM gives out before starting, but I saw this done a little differently in a mystery game that changed the evening up. The table had a bag for each player with their name, and their character's name. Inside the bag was an item along with a note to give that player a specific clue about the adventure. As the players we were informed we could not discuss our item until given permission at some point later in the game. When the time came the player was allowed to show their item, but not the note (nor read aloud from it) and we could provide whatever information we felt worthy of sharing.

At another game I showed up and the GM who was hosting had cleared the gaming room of the table and chairs. We immediately offered to help get the table and chairs so we could set up, but were informed that because the party had been travelling and spending the nights in the wilderness, we were gaming on the floor because it was our campsite. In those younger days that was not a problem, now with getting older along with most of my group, I don't think we will be doing this one. But, it might be a way of starting out the evening to get people thinking about what is going on, then break out the table and chairs. You could also probably come up with something to just leave the chairs put a way for a while and have people standing around the table.

During game play you can use other things to set the proper mood. My wife, in a moment of clarity, decided she was willing to try playing Aces and Eights because it was based more in reality than most setting we play. As part of the preparation for the game we bought several nerf pistols and extra ammo. The guns were hidden around the room so when the big finale broke out me, as the GM, and her were able to draw out the hidden weapons and shoot the other players.

People, in general, think in visuals. If you say horse, people don't usually think of the word, they visualize the animal. And there is a reason it is said that a picture is worth a thousand words. But, using a visual display to develop a setting can create more than just the visual by itself. You can use the setting on the table or in the room to create a mood that goes deeper than what is seen. The technique is used all the time in theater and in movies. Many times they use it as a form of visual foreshadowing.

I know others have used other visual setups to create a unique gaming experience. I would enjoy hearing about them because new ideas are great fuel for the imagination.

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).




reade more... Résuméabuiyad

Not at the Tavern, or, Using Alternate Starting Locations

Recently I wrote about how you may find yourself in a position of needing to run an adventure on the spur of the moment; and gave the suggestion of using a place you're familiar with. This works great for those moments of impromptu adventuring. However, I received an inquiry about introducing other ways of starting an adventure. The person who asked was concerned about having an adventure that they felt was cliché.

During the conversation I realized the person I was discussing the issue with is a newer game master (GM). I commend them working on ways of improving their game. The other part of this situation this newer GM was facing was a simple fact of also having a group of newer players. After their adventure was over they were heading back to their favorite tavern and waiting for the next adventure to come looking for them. This is a little different problem, but there are some similarities on how to deal with them.

In the previous article I wasn't advocating you develop a place where you always start the next adventure from. This can work if you have an adventuring group who have established themselves and a place as a base of operations. Even then, not all of their adventures need to, or should, start from the same location.

Using earlier adventures

Dagger from Damascus world
When using a hook from an earlier adventure the party can take the lead in starting the adventure. They may be doing research on where they need to go, or what they need to create the item they want. If the fighter wants that big nasty sword, the wizard who can make it may desire a long lost tome as part of the payment. Now the fighter needs to get his companions in agreement to locate and retrieve the book.

Another hook is the wake of enemies the party has left behind them over the course of their adventures. The ship has left the planet behind. They feel safe because they defeated the evil overlord enslaving the people. A few month later it comes to light that a bounty has been placed on their heads. They are getting ambushed by every gray mercenary of the sector. But why? The overlord's daughter, the one who was off at finishing school on another planet. The only daughter the evil man was trying to protect from a life of crime by giving her every advantage to break free of the situation she was in. That was until she heard about how her father was killed by some group of space rogues.

Both of these examples provide an event that doesn't have to take place in the local tavern or guild hall. Members of the party have to go out and find the information. Or, while going from one location to another they're attacked and find the Zorillion is carrying their wanted poster.

Weaving in other locations

Ancient Bible
In a recent adventure for my merchant/Machiavellian campaign (which I am putting together for a later article) the party was hired by a druid (here's a link to the druid's article) in the city to transport goods to a wizard in another town. He heard about the party because they have been trying to drum up business. The party was in the city when one member was approached by one of the green grocers at the market.

In earlier campaigns I have used bath houses to start adventures. This happened when the party was there cleaning up after being on the road for some time. Historically bath houses were known for being a place where business could be conducted in a safer environment because people couldn't bring in weapons easily.

I also played in a campaign which regularly had adventures in the middle of other adventures. The friend running this game was a great GM, and I think others can pull this off also with the proper planning. We would be working on the overarching adventure, battling a timeline to complete something before massive destruction would set in when a sideline adventure would pop up. These sideline adventures would be the usual plea for help to the great heroes. They would need to be addressed immediately and would always put our original timeline of the main adventure in jeopardy. They were fun because we were having to work against a clock and not just go in and win the battle.

Going back to Advanced Dungeons and Dragons, I remember one of the greatest treasure items to find was a treasure map. Yes, this is also a little cliché. The difference now is, when was the last time you or people in your gaming group found a treasure map? In fact, now that I have written these words I know where a treasure map is going to turn up in an upcoming adventure.

Spice market in Africa
When working in a fantasy location you can use dreams and visions. When I say a fantasy location, this can be science fiction if this type of ability is allowed. One of the introductory adventures for Star Wars uses this type of information to help drive the characters forward to the next adventure.

Getting the party moving

For me the real part of starting the adventure in another location is to get the party started doing something. Don't allow them to sit around waiting for the adventure to come to them. I suggested to my young GM they might want to let the party sit in the tavern for a longer period of time just waiting for the nothing to happen. It could also get back to them how there was someone looking to hire them but another party of adventures took the job because they were out looking for work. A little competition can get people, even characters, up and moving.

I think there are a lot of interesting locations a party can start from. So tell us, of an interesting location you have had an adventure start from.

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).







reade more... Résuméabuiyad

Rottpugs

Source
Because what the world needs right now is a brachycephalic Rottweiler. :-(

These Rottweilers are from a top Serbian Kennel owned by Darko Veselic. This picture on his Facebook page has prompted a torrent of comments from all over the world - with much of the criticism raising concern about introducing breathing problems into the breed.

And, of course, these dogs' heads are asking for trouble - domed, with an exaggerated stop, and a crania-facial ratio (CFR) of under 0.5  (i.e. the muzzle is less than half the length of the cranium). It is below 0.5 that we start to see respiratory issues. They do, at least, have good open nostrils.


Their breeder Darko Veselic is a charming chap. After one female commenter on his Facebook page criticised his dogs, he came back with this - which was then endorsed by several women.  They should be ashamed of themselves.


But I want to leave you with this thought. 

There are dozens of breeds with far shorter muzzles than these Rottweilers and it causes little or no outrage. I'm sure that many of the critics on Darko Vesilsc's page will pass a Pug or a Frenchie with a smile and may even have short-faced dogs in their own homes.

It's a shock when you see a dog that normally has a decent muzzle suddenly robbed of it, isn't it?  But sadly, most of us do not have the same visceral response when we see this. 





But we should. It makes absolutely no difference to the dog if it was acquired over 100s of years or just a few.

It is an aberration and a burden.

reade more... Résuméabuiyad

Garbage Day, Game Review

Between you and your roommates there is the unwritten rule that someone has to take out the trash. However, there is a second unwritten rule that the one who has to take it out is the one who gets caught overfilling the garbage can. The competition has gotten fierce as the week goes on and garbage day approaches. There is pieces hidden in everyone's bedrooms and the pile on top of the can is getting unsteady. Can you get away with balancing the pizza box on it? Or, maybe you can try hiding the banana peel in your room. Then again, maybe you can catch your roommate off guard and make them clean their room which might make the pile on top of the can tumble.

Garbage Day is a card game pitting players against each other in a game of strategy and dexterity. You take turns drawing a card and playing one to hide it in your room, make an opponent do something, or throwing it away in the garbage can. Deciding what to do when is part of the strategy, the other part is how you place the cards you are throwing away on the garbage can.

Every card has two holes punch in it. When you place a card on the garbage can, either by choice or being forced to, you have to place it so you can see the tabletop through both holes. It must remain on the garbage can. If it falls off, you have to collect it, and if you collect too many pieces you're out.

The Start
At the start of the game placing cards on the garbage can is easy enough to do, but you have to decide if you are going to place it in a way to create a stronger base, or one that may tip out more easily. Either way you choose may come back to haunt you later in the game.

Looking like a mushroom
We had three of us play several games of Garbage Day. The rules were easy to understand and we were able to start the first game easily. In the first game we played our early cards conservatively as we were figuring out how the game played out. It worked until one card tipped off. At that point there was an avalanche of cards that cleared most of the garbage from off the top of the can and forcing that player out. In our following games we took a placed cards further out, creating a less stable base on top of the can. When garbage fell off when the cards were played this way, fewer cards fell.

In either case people stopped sitting at the table as the game moved along for fear of knocking garbage out of the can. You see, there is a rule that if you cause garbage to fall, even if you are not placing a card, they go in your overflow pile.

I don't remember if we played three or four games, but we were all having fun. The Garbage Dayis designed for two to five players. We also have the Smelly Expansion which allows you to bring in a sixth roommate. With the Garbage Day played we all think there would be more chaos with more players and want to pull it out in front for our entire gaming group.

All of our games were finished before the 30 minute mark and the last one was less than 15. Making this a good game to have on hand as a filler game, or a cabin game. When showing this game to younger players they wanted to play based on the name and the garbage can the cards come in.

Garbage Day was designed by Shane Willis and distributed by Mayday Games. It is designed to take 30 minutes for 2–5 players of ages 8+.

Thanks to Mayday Games for the review copy.

One player out
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).







reade more... Résuméabuiyad

Help this little chap get a decent night's sleep



As I hope most who read this blog now know, many flat-faced dogs try to sleep sitting or even standing up because their airways block when they drop their heads.  It means that some brachycephalics are chronically sleep-deprived.

This particular video is on Facebook here where it has been viewed by a quarter of a million people and received over 12,000 likes.

It originates from the @meroglichar Instagram account which features many videos of the owner's dog trying to sleep, including this one. He is clearly much loved by his owner and I thought at first she was just clueless, but she continues to post them despite people pointing out their concern.


Please help inform owners and the public by leaving comments on these and any other similar video on social media pointing out that what they're seeing is tragic, not cute.

Hell, if you have a spare hour and would really like to help, please search YouTube for "[brachy] sleeping sitting/standing up" and post the #dontignorethesnore video in Comments.

Here's the link:

https://www.youtube.com/watch?v=dDzd_4DFCDE.





reade more... Résuméabuiyad

Running A Game On the Spur of the Moment, Without a Prepared Adventure

Lately my life has been a little crazed. All the "normal" events are still going on, but July and August become more cramped. I could go into the laundry list of events and projects my wife and I have to go along with working full time, but then all I would be doing is whining. You didn't come here to read an article about some other guy whining about how busy they are because you're also busy. Along with all of this additional work I have piling up I promised I would run a game. Now what?

I think every person who has been a game master (GM) has come across this same situation. You know you have people coming over and they are expecting a game, and you have been so tied up with other events in your life you haven't drawn out what you are going to do. Now what?

Your group gets together and at the last minute the person who was supposed to GM can't make it. You look around at each other. Everyone was looking forward to getting some gaming in, but you don't have a GM. Now What?

I know every good GM is supposed to have their adventures worked out way ahead of time. We're supposed to have our notes made up so we can keep the action moving ahead on some well thought out adventure with twists and turns the players aren't expecting. A devious villain, or master boss, concluding the adventure in a great climax of action, suspense, leaving the players with a mystery of what great reward lies in wait for their characters. It doesn't always happen that way, I am willing to bet, more often than not most the time a GM has an outline of the events they would like to do and pieces of paper in their monster book marking what the party is going to run into.

Not having a prepared adventure can be one of the most stressful times for a GM, especially when you're just getting into being a GM running your own game. You want to make it spectacular for your players. And, you're looking at running them into the same monsters you just ran because you have been busier than expected since the last game.

It's okay. Run with it. Take the few notes you have (if any) and combine them with the critters you know how to run. Then, give that setting over to the players and let them run with it. But, don't tell your players you are at a loss, at least not until after the session is over. They don't know you don't have every detail worked out. Even if you did, they would probably do something that would require you to make changes. The concern then becomes how to run a game like this.

Have a solid location

Over the years GMs I have gamed with have had a particular location they are comfortable running. Back in first edition the Shady Dragon Inn was a favorite starting point. In my world it is the Hin House. Use what you know, even if you make changes to it. Give your barkeep a different name, or make them a different race. Draw the map a little different and suddenly the party is in a location they have never been to before. Now you can give your players some lead and see what they do with it.

Listen to what the players start asking for. They may have some ideas from the last adventure they played and look for information. They may be getting into character personalities and want to blow off some steam and spend some of the rewards from the last haul. Many players when given the question of what are they doing, will come up with an answer. It may not be the answer you're expecting and for this type of game that could be the hook that takes the entire evening. It may even take you away from those rough notes of what you had sketched out.

I have done this a number of times over the years and very seldom have I or the players been disappointed. The reason is because you are opening up the evening of gaming to more fully directed by the players. You, as the GM, can provide consequences to their actions without having to direct them on where the actions have to take place.

In one of these sessions one of the players took the lead to start putting together a boxing competition between the townsfolk and one of the party members. While he was doing that several others thought that would make a great distraction for collecting a few items from some of the richer people living there. Another time the game lasted for four hours and the party never left the tavern as they were involved in a bar fight and then the aftermath of dealing with the guards.

I have also seen this work at conventions with pick-up games. A group of players wanted to just have at it for a bit so they sat down with the some pre-generated characters one of them had prepared to run another game with. Instead, another person took over and threw out a situation as presented above. After a short while there was a small audience watching the game, just to see what they would come up with next.

Have an idea, something simple

I keep a few base ideas handy just for these situations. Something I can drop out on the table putting characters into something a little different and let them decide how to deal with it. Just the other night  we ended up with our own one-shot pick-up game with a new player to the group. We had a couple of hours so I found out what character the new guy had and had the others pull existing characters around the same level. Then I started with one question, "How did you meet?" With the information thrown out, part of it originally in fun, we ended up having a full evening of adventure without having any notes to go on beforehand.


If you have ran one of these evenings, what was your experience and outcome?

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).


reade more... Résuméabuiyad

Best book ever on pedigree dogs - available in the UK this week


Buy it on Amazon here.

Why? 

For a taster, check out this piece by Brandow for Dogs Today Magazine - he's a very sharp and witty writer.

The reviews:

'An essential and incredibly well documented read for those who want to know more about how we have strongly, selfishly and negatively affected the awesome beings whom many call their BFF, the very beings who depend on us to have their best interests in heart and mind. Agree or not, Mr. Brandow's book is a serious, significant and most timely message that deserves a global audience. It really is that good' 
Marc Bekoff, Huffington Post

'A must-read for all dog lovers' 
Booklist

'An often biting social critique of people, their dogs, and the world they have made for each other' Mark Derr, author of How the Dog Became the Dog

'A no-holds-barred defense of dogs that are the hapless victims of their clueless owners' 
Kirkus

'Brandow not only unearths the status-driven history of so-called 'purebreds' but exhorts us to love all dogs regardless of breed' 
Betsy Banks Saul, founder of Petfinder.com

'Incredibly important... a delightful read with fascinating insights into the history and psychology of the purebred-dog world' 
Alan M. Beck, ScD, professor and director of the Center for the Human-Animal Bond, Purdue University

'If you're considering welcoming a dog (or two) into your family, read Michael Brandow's fascinating and eye-opening book... A dog is a living, loving creature, not an accessory item, and Brandow makes his case persuasively and with wit.' 
Betsy Banks Saul, founder of Petfinder.com

'Brandow's A Matter of Breeding is at once a keenly observed memoir of his days as a New York City dog walker, a thoroughly researched history of purebred dogs, and an often biting social critique of people, their dogs, and the world they have made for each other.' 
Mark Derr, author of How the Dog Became the Dog

reade more... Résuméabuiyad

Science versus Bulldog bullshit


Yesterday, the public radio show Science Friday featured a segment on the Bulldog in response to the publication last week of a paper which detailed the lack of genetic diversity in English Bulldogs. (See last week's blog on this here)

The show pitches the paper's lead author Professor Niels Pedersen against another scientist, Peter Photos.

Photos is scientific advisor to the Bulldog Club of America and he has a PhD in biomolecular engineering, so it should have been lively. 

Instead, Photos clings to the old mantra that the breed standard is a template for good health when adhered to by responsible breeders and blamed ill-health in Bulldogs on irresponsible breeders.

No, says Pedersen... the Bulldog's ill health is due to simply being a Bulldog. Dogs, he says, were never meant to be flat-faced dwarves with deep wrinkles and a genetically-compromised immune system.

Photos also claims that Pedersen's own work shows that Bulldogs are not that badly off in terms of genetic health compared to others.

No, says Pedersen, the UC Davis team has only found one other (as yet unnamed) breed with less diversity than the Bulldog.

Have a listen here. It's fab.

By the way, whenever I hear scientists sounding like they've drunk kennel club kool-aid,  I always go hunting for their kennel name.

And it is no surprise to learn that Peter Photos, along with his partner Blake Hamman, is a breeder of French Bulldogs

But, boy, I'm so sick of this. Do dog breeders and kennel clubs have any idea what it looks like to an outside world when the default response to research findings they find uncomfortable is to go into full-on-denial... to challenge peer-reviewed science ... to accuse the researchers of some kind of anti-purebred dog bias?  (There has, sadly, been plenty of that on bulldog social media in the past week.)

If you are truly dog lovers please embrace the science - it is you and your dogs' friend.

There has, by way of example, been a good response from Poodle breeders following Professor Pedersen and his team's analysis of the genetic diversity of that breed (see here). They are using the UC Davis Veterinary Genetics Lab's test to breed Poodles with stronger immune systems and less chance of disease. 

The correct response from the Bulldog breeders isn't to retreat behind a wall and wail that its not fair. It is to pull together internationally and submit swabs to UC Davis's VGL to get a broader picture of the genetic diversity in the breed; perhaps also bring on board a population geneticist to advise the breed. This might give you some more wiggle room. And if it doesn't then you need to do what's right by your dogs - outcross to a different breed to enable you to build better Bulldogs.

You love your dogs enough to do right by them - don't you?
reade more... Résuméabuiyad