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Splat That!, Game Review

Chef Splat is in the kitchen working with eggs and chicken. He can't get everything done on his own, so he has his helpers watching out for him. With quick reflexes and fast action you can help the chef clear the kitchen.

Splat That! A deviled eggz game is a card game for 3–8 ages 5 and up. It is produced, designed, and illustrated by Jazwings. And, Jazwings is getting ready to put up on a Kickstarter campaign in February 2017.

I was sent a development copy of Splat That! and played with a couple of groups of players getting down close to the lower age limit. The younger players enjoyed playing the game and were able to learn it very quickly. Almost every one of them was already familiar with the mechanic used, which made it even better for them. Those who didn't know where quick to learn from the other players.

Chef Splat, Practical Yolker, and Dare Devil
Splat That! uses the mechanic of Slap Jack  or Snap played with standard playing cards. This game has some variations to take it a little further.

This has a 108 deck of cards; the size of two standard decks of playing cards with the jokers left in. The cards are distributed as evenly as possible between the players, then they take turns turning over a card onto a discard pile. The first player to get rid of all of their cards win. When Chef Splat is turned up on the discard pile the players need to slap the pile. The last person who slaps the pile places the all the cards in the discard pile into their personal deck. There are also other cards and events to watch for.
Some common Cards (one's upside down)

Along with Chef Splat there are other cards and the chance of a doubles play that create action. When doubles appear you slap those for the same results of having to pick up the pile. When a Cracked Egg is rolled over onto the discard pile the players need to crack an egg on their head, again the last to act gets the pile. There is also the Practical Yolker, he looks similar to Chef Splat, but you usually don't want to slap him (double rule). If you do, you get the pile. There are also cards that require hand changes and, making a player sit out for a period of time, another card allows you to not take an action required of you. There is also a card that can be used to dare other players (you don't have to use dares, which was good for one of our playtesting sessions).

Some specialty Cards
I grew up playing Slap Jack and War with regular playing cards and Splat That! is reminiscent of those days. The younger players enjoyed it, with the highest level of enjoyment with the 6–7 year olds. For the older player the game went quick enough, 15–30 minutes. Once the younger players understood how to play they were happy to have a game they could play on their own.

Splat That! would make a good cabin game since it is only the size of two standard decks of cards. We also noted that the more creative players were starting to come up with some rule ideas of their own.

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 (@GuildMstrGmng).





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Fighting for air their whole lives

© Ralph Rückert

Take a good look into this French Bulldog's eyes. He has just woken up from an anaesthetic and the endotracheal that supported his breathing during the procedure is still in place. Dogs always fight it because it makes them gag. But not this dog - and many other brachycephalics.  The ET tube has opened his airways, enabling him to breathe properly - possibly for the first time in his life.

His story was posted on Facebook last week by a German vet,  Ralph Rückert.



I was so moved that I asked Dr Rückert if we could translate it and post it here.

Here's what he wrote:

It might sound implausible, but the French Bulldog in the photo just woke up from anaesthesia. The eyes focus on me and see me. Seconds later we removed the pulse oximeter from the tongue, and the dog rolled itself upright. 
Every (every!) other dog will immediately try to dislodge the endotracheal tube at this moment, which is why we usually take it out much sooner. But with Frenchies (and other flat nosed dogs) we leave the tube in position as long as possible, dreading respiratory collapse during the home stretch of their anaesthesia. 
This frequently leads to the moment - a moment that regularly sends cold chills down my spine - when you realise that these dogs, while fully conscious, are enjoying the ability to breathe without effort (through a tube) for the first time in their life. I know that I am anthropomorphising unashamedly but nonetheless: when you pull the tube eventually, the wheezing starts up again and you see - I swear to high heaven - a glaze of resignation and disappointment fall over their eyes that were previously bright with fascination. 
This is a moment where the lifelong - and too often ignored – suffering of many brachycephalic dogs becomes crystal clear to see. Sadly it is a moment only vets witness. The first time I noticed this phenomenon, I was inclined to dismiss it as my own sentimental fabrication. But as time passed, I heard stories of the same curious and touching moment from several colleagues with a lot of experience with flat nosed breeds. You absolutely have to ask yourself honestly what it means when a dog prefers the discomfort of an endotracheal tube to its natural airway.

Meanwhile, the Kennel Club has just revealed that the French Bulldog is now the third most popular breed in the UK with over 21,000 registered in 2016; up from just 526 ten years ago.

In fact, one in six Kennel Club registered dogs today is an extreme brachycephalic - either a Frenchie, Bulldog or Pug - up from one in 50 ten years ago. Thousands more are being bred outside of the Kennel Club, feeding the obscene demand for flat-faced "cute". 

It is, frankly, the biggest explosion in suffering the purebred dog world has seen in modern times. 




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Kessla, Human Smuggler Lieutenant (rogue 7, using the D&D 3.5 core books)

Women Pirates of History
Kessla is a fair looking young woman in her early twenties who demands a certain level of attention from those who know her. She doesn't demand they pay attention to her, but the people know it is a wise thing to do. Her knowledge of The Wharf, surrounding city, and contacts makes her a valuable asset to work with, and her skills can make her a deadly adversary. The person who benefits most from this is the man Darrick, who she is totally loyal to.

Kessla grew up on the edge of the Wharf district near the slums of the Grotto. It was, and is, a rough area where few people really never escape from. Life is short and hard in those neighborhoods and working at a young age is required to survive. Kessla was smaller than most of the other girls which limited choices of how to make a few coins. She chose what she thought was the lesser risk to her health and life by being a courier for the smugglers. It turned out many times that her size became an advantage.

Over the years of carrying packages, all over the city, Kessla found additional side jobs allowing her to make money doing something else on her return trips back to the wharf. She also was learning the art of thievery which helped her in many different ways. She has developed her own network of buyers for the goods she can sell, both legal and illegal.

Several years ago Kessla met Darrickin a chance encounter. They were both rather new to working directly with the smugglers, they had both been package carriers. There was something about the young man that made her swoon. Over the years she positioned herself to be working with him more and more in the hopes he would notice her. She admits to herself she is not sure if she is in love with the man or with the power and leadership he represents to her. And, when she thinks deeper about it, she really doesn't care. She is away from the Grotto and life is exciting. He did notice her and they have a relationship. Kessla is not sure how devoted Darrick is to her and she chooses not to think about that. She has decided to throw in with him as he is building his own network because she is in love with him and they have been successful in what they have been doing.


Now she is in a position of authority heading up the shore crew of Darrick's operations. She knows he is a determined leader who has plans. She also understands the guild better than he does and has kept him in check in moving against its leadership. She knows the guild is still a great source of influence, and protection for them. However, she knows eventually Darrick will either challenge for a position of leadership or will need to strike out on his own and she is preparing herself, her love, and her crew for either option. She does this not only for the love of the man, but because she knows that if he moves to early she will lose him, and most likely be killed in the process.

Anne Bonny and Mary Read
Kessla's devotion goes both to her love, and to those who work on her team. They are all following Darrick, but she knows the safety of those she is working with many times has come down to her own abilities. She takes the role of leading the shore crew seriously and requires those she works with to have the same level of dedication to getting the job done, and done right. The entire group, shore crew along with the boat crew, is tight and well-disciplined. She knows the members of their group hold in a level of respect and fear, and leaves it at that.

Their success has been noted by the smugglers' guild. So far their activities have been monitored and allowed. Darrick and Kessla have always included the guild in on the profits and they are making good money for them. The position the couple has put themselves in would allow for the guild to easily turn away from them if they get caught by the wrong officials. Or, if the need arises they could be caught by the right ones.

Kessla, Human Smuggler Lieutenant (rogue 7, using the D&D 3.5 core books)

Str 10, Dex 14, Con 11, Int 16, Wis 08, Chr 13

Alignment: Lawful Neutral

HP 25

Age: 23

Initiative: +2

AC 16 (masterwork studded leather, ring of protection +1, dex +2)

Attack base +5
Melee Attack +6 dagger +1 (1d4+1/19x2)
Ranged Attack +8 light crossbow +1 (d8+1/19x2)

Fort +2, Reflex +7, Will +1

Space/reach: 5'/5'

Speed: 30'

Feats (4): Alertness, evasion, improved initiative, skill focus (Knowledge, local—the city), sneak attack +4d6, stealthy, trap sense +2, trapfinding, uncanny dodge  

Skills (120): Appraise +8 (5), balance +9 (5), bluff +11 (10), climb +5 (5), diplomacy +10 (5), forgery +7 (5), gather information +13 (10), hide +12 (10), jump +7 (5), Knowledge local (the city) +16 (10), listen +6 (5), move silently +12 (10), search +8 (5), sense motive +9 (10), sleight of hand +14 (10), spot +6 (5), tumble +9 (5)

Languages: Common

Magic: Ring +1, dagger +1, light crossbow +1, potion cure moderate wounds

Special mundane items: at her home

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 (@GuildMstrGmng).


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The Dragon Hunters by Paul Genesse, Book Review

Starting off, I will say I enjoyed The Dragon Hunters because of the unique perspective of fantasy races and setting. There is more to the book, and the series, but the feel is refreshing.

The second installment of The Iron Dragon series, The Dragon Hunters, by Paul Genesse start where The Golden Cord finishes. The story picks up like you're moving on to the next chapter. It is a continuation of the story, not just an installment of what the characters are doing.

The story moves along with Drake, Thor, and Bellor as they trek through another part of the world of Ae'leron. They are the characters we left at the end of the first book, not suddenly greater heroes that developed between acts. We are with them as they are developing their abilities and overcoming their weaknesses. The character development of the three main characters is strong and moves the story.

Along the way the band becomes fuller as they are joined by a young wizard, Dabarius, who breaks many of the molds that fantasy has come to attach to the profession. He is not an elderly man, but an energetic younger one who knows how to use his hands in a fight and is willing to do so. But, don't think this is the sword wielding wizard like Gandalf, Dabarius is his own man.

They are guided into the desert later in their journey by Bree. Her motives are in question as our heroes know she is going against the traditions of her people. The question of trust keeps tension in the story as they travel into the lands Drake has never considered existing.

The world they are travelling through is broadened beyond the unique forest we were introduced to. There are new lands, customs, and people. As readers, we are on the journey with the characters as they discover what lies over there. The descriptions of the lands stays as fresh as in the first book.

Paul Genesse
The Dragon Hunters gives us the story of the hunt for the dragon-wyvern Verkahna—who made her first appearance in the previous installment. She could be a strong ally, or just a step needed to be taken in defeating the enemies.

I enjoyed Genesse's second book into this tale. Even with the book being around 400 pages I read it with ease. A great read for young and old. Younger readers (teens) along with older ones will find a new arrangement to the fantasy structure than what is regularly presented.

There are plenty of twists and turns, which I found enjoyable. Some of them were expected, and some were not. Best of all, I found all of them fit with what the characters would have done.

With turning over the last page I found myself wondering about the clues left about what could happen next. Many routes are open to the team of dragon hunters and I am looking forward to see which direction our storyteller leads us.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

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Darrick, Human Smuggler (EL 11/D&D 3.5 Core Books)

The Wharf District of the city is a place that is full of heart and fist. The water's edge is where families have lived for generations from the sea by collecting from its bounty and by sailing over its waves. Both styles of lives are made easier when the brotherhood of those toiling for the same reason pull together. The sailors help each other and the families of those who have gone on the long voyages to other lands, or to other lives. The fishermen do the same. The heart, the soul, of the community is strong. However, there are those who use the cover of the brotherhoods to create their own positions of power.

Darrick grew up in the district and eventually inherited his family's fishing boat. But unlike his father, mother, or sisters, he wanted more out of life than just having a family and a place to live. Darrick wanted the wealth he saw others had. And he made a vow to himself as a boy that he would be rich. This has always been Darrick's dream, and also his nightmare.

Still very young Darrick found he could earn extra money by delivering packages for some of the sailors that came to shore. The men would always tell him how busy they were and how he could make a few extra coin by running the errand. The boy was happy to do so. The extra money allowed him to buy things he wanted that his parents couldn't afford. And, once in a while, he would even share some of his earnings with his family when times were harder than usual.

Eventually Darrick learned he was delivering illegal goods for smugglers. For him it didn't really matter because he liked the weight of the metal in his purse. His pursuits put him at odds with his family a number of times until in his later teenage years he came up with a plan. Darrick knew how to fish from a young age. He was the only son of the family, and the youngest of five, and was expected to take over the family business.  His parents were getting older and his father's health made it harder for him to go cast the nets. Darrick stepped in to help.

Roche Braziliano
The plan was quite simple and became easier as his parents health deteriorated and died. Darrick would go fishing, and while out would collect the goods at sea and bring them into shore. He was never considered a good fisherman, so his low catches were usually expected. Usually he brings in only a token amount of fish to hide his true enterprise.

Darrick's sisters are all involved with their own families and the fisherman community and have little contact with their brother, Darrick prefers it that way. What he doesn't fully understand is that they, along with many members of the community know what he is doing. They are afraid to act because they know the level of control the smugglers have over parts of the community. So, as long as they are "ignorant" of what is happening they are safe. In fact, many believe the smugglers poisoned Darrick's parents to get a stronger grip on the young man.

Over the past couple of years since his parent's deaths Darrick has come to realize that his life is not as good as he thought it would be. He has heard the rumors of the deaths of his family and started watching the leaders of the smugglers he has been working with. He is fairly certain the rumors are true, and now he is in a position that he must keep doing what he is doing or end up in the same dark soil. Instead of trying to change what he is doing he is working on how to gain more control within the smugglers.

Darrick has changed the way he spends his money. Instead of just spending it on enjoyment like he used to he had a new boat built and has been having items created for him and his loyal team of deck hands. There are three on his deck crew and four on his shore crew. The shore crew is led by Shadilla, who is a 7th level rogue, the rest are 1st level rogues.

For some watching the man's rise in the Wharf District, it is believed eventually there will be a shift in power. Either by fracture or by change of leadership.

Sir Francis Drake
Darrick, Human Smuggler (EL 11)

Level 4/7 fighter/rogue (using the D&D 3.5 core books)

Str 14, Dex 14, Con 12, Int 11, Wis 10, Chr 15
Alignment: Neutral Evil
Age: 26

HP 76
Initiative: +6
AC 16 (studded leather +1, dex +2)
Attack base +9/+4
Melee Attack (single handed) +12/+7, dagger+1 (1d4+3/19x2)
Melee Attack (double handed) +10/+5, dagger+1 and masterwork dagger (main hand 1d4+3/19x2 off hand 1d4+1/19x2)
Ranged Attack +12/+7 masterwork shortbow (d6/20x3)
Fort +7, Reflex +8, Will +2

Space/reach: 5'/5'
Speed: 30'

Feats (8): Alertness, cleave, evasion, improved bull rush, improved initiative, leadership, persuasive, power attack, sneak attack +4d6, trap sense +2, trapfinding, two weapon fighting, uncanny dodge  

Skills (118): Appraise +10 (10), balance +6 (4), bluff +16 (12), climb +4 (2), diplomacy +8 (2), disable devise +2 (2), disguise +6 (2), forgery +2 (2), gather information +12 (+14 in the Wharf) (10), hide +12 (10), intimidate +10 (4), jump +4 (2), knowledge (local—Wharf District) +10 (10), listen +6 (4), move silently +4 (2), sense motive +12 (12), sleight of hand +8 (4), spot +12 (10), tumble +4 (2), use magic device +12 (10), use rope +4 (2)

Languages: Common

Magic: Dagger +1, studded leather +1, cloak of the manta ray
               Potions: Blur, bull's strength, cure serious wounds, darkvision (2), displacement, remove disease, remove paralysis
               Scrolls: Three Arcane Scrolls: scroll 1: 2, 3rd level spells clairaudience/clairvoyance, fireball; scroll 2 3 spells, 2 3rd and 1 4th, 3-deep slumber, invisibility sphere; 4-freedom of movement; third scroll, 1 2ndlevel-bull's strength.
Special mundane items: Extra items for his followers, on his boat, and at his home

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

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Asking What You Would Like To See From Guild Master Gaming?


I am writing this directly to those out there who have been reading and supporting Guild Master Gaming by following me directly from the blog or from one of the three social media the articles go up to. You are welcome to share it, but I am interested in finding out what you would like to see from Guild Master Gaming.
I have been focusing on tabletop games of all sorts, but I have also been writing articles of other areas of interest to the general tabletop gaming community (movies and books reviews for example).

One person has mentioned to me they would be interested in seeing more non-player characters and encounters. They play both D&D 3.5 and Pathfinder and said the 3.5 characters I have been creating are easy enough for them to convert and they are happy with them.

However, I don't know if this is the only area of interest, which leads to this questioning article.

If you would like to see something different, something new, more of something, really anything, please let me know.

My goal has been to create a place where people can come and gain ideas to support a hobby I thoroughly enjoy. I mean I really enjoy it. The group I game with has close to 200 RPGs and over 1,000 other games. So, along with enjoying writing I like to play games and work on them. I am just asking for some direction.

Thanks,
Dan Yocom

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 (@GuildMstrGmng).
  
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Rule-Playing Versus Role-Playing

A friend mentioned that when he is game mastering (GMing) he has a tendency of rule-playing instead of role-playing. It was an interesting statement, especially since I have played a number of games when he was GMing. Before I jumped feet first into a conversation that had the potential of getting me into a lot of trouble I asked him to explain further.

His concern is when he is the GM he gets so wrapped up in how the rules of the game should control the activities he ends up controlling the players' actions. Basically, he feels like he limits the players into a specific path down the railroad tracks. We discussed his personal concerns, but what he brought up is something I know I, and others, are guilty of—not all the time, but it happens.

His concerns ended up falling into a couple of broad areas.

Focusing on the rules of the game cause him and his players to have to step away from their characters to determine if the actions being taken are acceptable. He felt he is pulling his players out of the game setting and forcing them into the game system. He was even concerned that he forces people to change the character's action because of his concern of the rules.

I have seen this most in learning a new system and how we have been taught to learn. Much of what we do in life is dictated by the rules governing that activity. This goes from broad scope social activities to simple things like the rules governing how to play tic-tac-toe. Naturally when we get involved with a game we adopt the social training we have developed throughout our life. That gives the why we do it, but my friend wanted to step away from that activity to open up the game to more role-playing for his players.

He also finds himself giving out information about his adventures to direct the play of the players. Part of this is because he knows people spend time developing their characters and he doesn't want to be the one who killed the character on account of missing something he built into the adventure.

I know a number of others who have expressed the same concerns, from different perspectives and at different levels of concern. Every one of them who asked questions of their gaming group, or friends, were interested in how to make their game better for the players. This is an admirable trait in a GM. Taken with this perspective there are several ideas that can be implemented to help a game go better.

The rules are guidelines. One common aspect of role-playing games (RPGs) is the rules are guidelines. The GM, and the group, should use only the rules they want and if a particular rule does not work for the gaming group, just don't use it. RPGs are designed for people to have fun. There is no "winner" in RPGs unless you are do something like gladiatorial combats. Some players consider winning the gaining levels and gaining stuff. Exploring the aspects of a character's personality isn't why they are playing. Personalities are secondary, which is okay. Other players turn these in the opposite direction.

Players who are into RPGs because of the personality of their character are focused on what their characters try. For these players the stuff is nice and gaining experience is more about how it affects the character's personality. These players usually are the ones who have less concern about the rules of the game system they are playing in, or even the adventure they are on. For these players the experience of the game, the socializing, is a major reason for playing.

All players like a level of success for what they do, it is a basic human condition. Therefore, you should be willing to allow the player to take the risks to gain the triumph. Some players will be very prepared and have methods for overcoming every possible obstacle they have come against before. These players usually know the rules of their system well. The ones who are into the personality of their character will purposely do things they believe fit the way the character would act regardless of what the rules implicate. This might even be walking into an obvious trap. The players are going to take on this full range of action and it seems at times like some are just being dense or just plain stupid.

What is a GM supposed to do then?

The best thing to do is let them play. There are going to be times when you can step away from a rule and there will be other times when you will need to enforce one. But, keep in mind the objective of RPGs is to have fun. If the rule needs to be applied, let the player know about it and what the consequences of their action will be. If the rule is something that isn't going to influence the rest of the game, would it hurt to let play continue without interruption?

Let the players discover the world through their characters. If you are playing in a system your group is familiar with, then it is a good bet they know the consequences of doing something, or not doing it. Yes, it is a door where the character saw the enemy troops go through into their barracks. And, yes, they can follow them in. You don't have to tell experienced gamers they are taking a huge risk. For new players or in a new games system that has peculiarities, you might want to give some gentle advice.

Even when you give advice from beyond the screen don't dictate, or railroad, the players into an action. The people around your game table have different ideas, different backgrounds, and many times they have spent time contemplating what their character would do when in particular situations. Forcing them to take a particular action you deem right only creates resentment.

Role-playing is a unique style of game with rules that don't always have to be followed if they interfere with the experience of the game.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

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Shadowspawn's Guide to Sanctuary, RPG Supplement Review

The city of Sanctuary went through changes in the books about it and the people who lived there. From the first book, through the break, and then with them coming back there were lots of details about two different times.

With the number of authors involved with the anthologies and novels there were many interesting characters. And, with the two different time frames, two very different cities developed out of the one location. Combining all of this into a single source could be very confusing for a person wanting to game in the city of Thieves' World if it was done wrong.

Shadowspawn's Guide to Sanctuary by Aaron Rosenberg and Robert J Schwalb from Green Ronin Publishing provides a very good structure for describing Sanctuary and its denizens. The city's history from its earliest known times as a fishing village through to the current era are presented in an easy to follow manner. The districts are described for both of the major time frames and how they changed. The politics and beliefs are all part of this history along with the description of the notable characters from the stories of before.

The presentation comes from one of the more famous characters of the series of books, Shadowspawn. If you haven't read the books, Shadowspawn become one of the most notorious rogues of the city and rubbed elbows with some very powerful figures on both sides of the law. He started in the original anthology and remained a constant. Later Shadowspawn became the bridge to the new era of the city, though he goes by a different name as he takes up training a protégé.

Sanctuary is Shadowspawn's home and his guide to Sanctuary gives a good feel of a place being presented by someone who knows it. Besides the description of the city and the characters there is plenty of other useful content in this roughly 250 page supplement to Thieves' World Player's Guide.

For both game masters (GMs) and players there is information about each district so they can be used as players being residents or as someone new to the streets. This allows you to introduce the city without having to have all of the information first. So, you don't have to read the stories—but I recommend you do if you haven't. These descriptions tell what businesses are located where, the type of people and how well the areas are patrolled, or who really is in control.

There are adventure hooks throughout the book tied to the locations and people, then an entire section devoted to adventures in and around the area. The book has a section of ready to use common characters along with the well-known ones to flesh out the streets with major and fill-in non-player characters (NPCs). These work well for off-the-cuff encounters.

The final chapter of the book is a player's section to help build the characters to take on the streets of Thieves' World. The specialties of the characters we read about are presented so we can create our own. The different cultures of the world are described along with new backgrounds, feats, and prestige classes.

In going through Shadowspawn's Guide to Sanctuary I found it both a fun and useful supplement. GMs can introduce a number of significant NPCs to their players and create new ones. Encounters can be generated from walking down a street, an adventure can be created from the rumors heard, and an entire campaign world can come to life from the pages of the original stories.

They have done a good job of bringing Sanctuary back, again.

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 (@GuildMstrGmng).



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2016 Review, and Looking Into 2017

2016 has come to a close and it changed me. There have been the large events in our country and in our world that people have been talking about, and argue about. Yes, I have my own thoughts about those events, but those are not the events that have changed me. 2016 provided opportunities and problems, rewards and punishments, events we all face to one degree or another have given me the opportunity to look back on the year, and on my life, to decide how I want to move forward.

Like many people I have talked to and just listened to, there are many things I could be angry about. That emotion has taken the forefront in many conversations. This year I got caught up with being angry because so many people around me were angry. I decided to change my ways and to embrace life.

As an unknown friend who is reading this I am sure you are wondering what does this matter to you. You may be reading my work for the first time, or you may have been following my writing for years, but you are here to read about what is happening with my writing, what has happened over the last twelve months and what I am planning for the next twelve.

Let me first say, "Thank you." Readership of Guild Master Gaming has grown this past year. You, as a reader, are part of a community of people who come back to read more. This year readership went over 11,000 page views in a single month. This also represents people from 127 countries (at least those that are identified because there are regular readers from "Unidentified Region"). Every month people from over 50 countries read, and share my writing. This is humbling to me. I have received support in this growth from groups like Utah Geek Magazine, SaltCon, and Giant Dragons. These groups have given praise, and allowed me to share my writing through their communities.

The past year also gave me a chance to expand what I have been doing. I ran a couple of role-playing games and was involved on a panel at SaltCon, and am looking forward to being involved in the activities of 2017. If you are in the area, please come say hello and join in a tabletop game. I had the pleasure of meeting some of you last year.

I also had the opportunity of joining a group of volunteers to go to South Africa. We were there working with young adults in a couple of townships learning about storytelling and writing. I recommend that everyone be involved with helping others. It might cost you some money and time but the rewards are great.

Not everything was rosy though. My sister passed away this year from cancer. They never did identify the type of cancer it was and it was so aggressive she didn't have the chance of treatment. Losing a sibling is hard. Watching my mother go through this experience was even harder. My sister was part of our gaming group which has been active in one form or another for over 30 years. She was a supporter of my writing and the angle I have chosen to take with it. She will be physically missed at the table, but since her family is part of our active group, she will always be present. The lesson of the shortness of life, and how quickly it can be lost or gone has given me endurance to carry on with projects I started, and in starting new ones.

This next year should bring more of what I have been doing and also more of what I have been wanting to do. I mentioned before that I started a project of creating a book of pirates for gaming. The book has gone through my preliminary readers and is now in edits. I have also contracted an artist who has been working on the illustrations. In 2017 a Pathfinder PDF book will be forthcoming. Then I plan on providing additional works for other game systems.

Outside of gaming I made myself sit down and write a novel. I completed the first draft during NaNoWriMo. I have started the revision work of the second draft and will be pushing that project forward as well. It is an urban fantasy set in an alternate time.

My goal with creating Guild Master Gaming has been to provide entertainment and support to others who, like me, enjoy tabletop games and the culture we develop around our gaming.

I thank you all again for reading my work.

I am going to do a little self-promotion here. If you like what you are reading, please make comments and share it with your friends. Writing these articles really is for the fun, enjoyment, and learning I get from them and I hope they are the same for others. I don't have any form of sponsorship, but there are ways you can support the bloggers and vloggers out there you enjoy—if they have ads showing up, click on them every so often. It doesn't cost you anything and it pays the creator 10 to 25 cents when you do that. Supporting the community in small ways is a bigger encouragement than you might realize.

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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