Pages

.

War Games, Part of the Great Variety of Games

A WWI Game
One of the top reasons I like tabletop gaming is the variety of game styles available. There are the family games, children games, card games, board games, etc. You can play games that are designed to be light and humorous and you can play others steeped with strategy. The availability of the variety is why gaming conventions are popular. You can find something you like, even when your likes might not be considered the main stream.

This year at SaltCon were three tables laid out with war games. The games being played were not the big box games that many of us grew up on, but the ones players who are deep into strategy and history enjoy. The tables were going during almost the entirety of the convention and even though there were some players who stayed at the tables, there was a regular group of interested people trying them out and watching.

One of the Civil War Games
War games might not be the one of the fast paced game styles that people cheer over a move. Instead, the people who stood back to watch were more intense as they shared their strategies in hushed voices with another spectator. A couple of times I found myself in the same row.

I can remember playing Risk!when I was young. Being the youngest of five and four years younger than the next in line meant playing the games the others wanted to play. And, as I got older I had to keep up as my older brothers found the games from Avalon Hill. The three of us would sit and play Feudalfor hours with barely a word spoken. Friends and I would play games recreating major wars and battles from history. With the mix of these older games and the newer ones players have I diversity in war games creating a new level of interested players.

I saw three different games dealing with the U.S. Civil War. Even though they were all depicting the same period of history in the same location, the basis for each was very different. While one was based on the movement of troops (which most of us know about), another was based on the railroads and how they were utilized, and the third was focused on the economics of the times and how battles were influenced by the flow of money.

Modern Afghanistan 
When I played more war games, years ago, everything was based further back in history. It could very well have been that I didn't know about games focused in more of the current events. Today's newer games still have the ones of the Napoleonic era, but they were also playing games based on events in Afghanistan in the 21st century.  There were the large scale World Wars along with small battles. This variety was bringing older players along with younger ones to the tables.

I was reintroduced to a part of the gaming community that I had drifted away from. Sitting here on the tables was an aspect of gaming that is enjoying a resurgence as other styles of games are bringing people back to the table to play a game. In conversation the people enjoying the games were interested in the strategy of the real world events the games were based on. They were also getting more.

Cuban Revolution
One player was enjoying the learning aspect of what these games bring. Here was something that sparked his interest and he was taking notes from the rule book about outside reading. Another was talking about how playing the game helped them to understand what they had already read. Their companion in the conversation was talking about how learning the strategy was so much like what he did at his job (I didn't ask because I wasn't sure if I wanted to know what he did for a job). But, the games were bringing people together.

Many war games take longer to play and some are highly complex—not all of them, but many. Because of that one factor I know there are many people who are not interested in trying them. I find that a little interesting because many of the other games I play, and I saw other people playing, take about the same amount of time. I heard one person say they didn't want to learn how to play a war game because of the amount of rules involved, which, again, falls in line with so many of the newer highly advanced games. For some of these players, not all but some, if the setting was placed on another planet against different races I think they would be all over it.

Another Civil War
If you haven't checked out the war games section of the game shop, you might want to. People who like strategy, or people who like history, will probably find something they like. Many of the strategy games are also designed to have stopping points. You can play, let it sit, and come back to it. I have known people who do this playing Risk!, or Monopoly, or pretty much every game out there. You can also use modern technology to help like one war game group does.

War gaming groups are also starting up, or you can start one. For one group they have limited space to play so they use their phones to take pictures of the layout. This allows them to continue play one week to the next.

Opportunities with old and new games are out there to be had. I've gone back to see which ones are sitting on my shelf. And, don't be afraid, the war is contained to the map on the table.

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).









reade more... Résuméabuiyad

RPG in development from Snorthro, RPG Review

The first game I got to play at SaltConthis year is a role-playing game (RPG) that is still under development by Snorthro, with a working title of Delve (this is different than one I have seen in other locations). I arrived a little late to the game Steve Northrop (self-proclaimed artist/designer/otter enthusiast) was hosting and was settling in to watch how the game went. But, I was the regular substitute because one of the players was one of the convention organizers. From my vantage of watching and playing I was able to see how they developed characters and how the system handled aspects of game play.

Characters are created by determining basic attributes in a limited number of areas. Then, skills are determined and equipment is purchased.  Different aspects of the character, ability, skill, quality of weapon, were represented by different colored dice which became the characters dice pool to be used during play. All of this was done quickly and smoothly. The players had characters in hand and were ready to go on their fantasy adventure.

The mechanics tend more toward the narrative side of gaming. Instead of how many feet, or inches on the table, the character can move the layout is in zones. A character could reach anything else in their zone, and had to use an action to move to the next zone. Ranges were set in zones also. For the players, including the game master (GM), this allowed quick descriptions of action during combat and other encounters.

Encounters, combat and skill, were resolved by the use of the dice pools created earlier. The character would roll the number of dice they were allowed based on the levels the characters ability, skill, and quality of equipment. If the equipment wasn't being used, those dice wouldn't be added to the dice pool. The number of dice as well as how well they work are important.

The dice pool not only represents how many attempts you are making, but also initiative and how many points of damage you are able to take. The most dice in play gets to act first. This allows characters of different levels of experience to easily play on the same adventure. It gives an advantage to those who are more skilled, better abilities, better equipment, etc. All of those things we associate with higher level characters. But, as the encounter continues this advantage can be quickly lost.

Each die represents a hit point for the character. The individual die, not the number it rolled. When damage is dealt the player controlling the character has to decide which one is removed for each point of damage. Do you remove one from your weapon dice, your magic dice, Ability? This becomes a strategic point of how to manage the character.

Steve Northrop--Artist/Designer/Otter Enthusiast
The number rolled on each of the dice determines a success. Standard successes are a 5 or a 6. The threshold for success can be lowered by becoming more skilled, better equipment, etc. When a player decides which die to remove because of damage they are removing a die representing something specifically associated with what the character can do and how well they can do it.

As the pool of dice dwindles the character acts slower (lower initiative) and has fewer successes. From several encounters I could tell this depleting dice pool provides a balance for those encounters where there are many against one. Although the one has a lot of individual power which if not dealt with gives them an initial advantage that must be considered.

The current work of Delveis less than 50 pages. This makes for an easy read and quick to get into game playing. The instructions are well laid out with a color coding system to understand how to easily build the pool of dice.

I look forward to seeing what Steve Northrop finishes with. Everyone in the group enjoyed the game, the structure, and the mechanics. We could tell he was working through some final tweaks before moving forward to market on his own or through another company.

If you are into systems that are designed to be easy to learn and easy to play, I recommend you keep an eye out for this one turns into.

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).




reade more... Résuméabuiyad

Photographer Giving A Personal Look to Cosplay

Part of Chris Carroll's work for a local copslay group
There are a number of growing interests that are associated with gaming. Cosplaying is one of those areas of interest. I have seen Cosplayers at every convention I have gone to over the last couple of years. These have not been only the larger media style conventions, but every convention I have gone to. People enjoy sharing their enjoyment as a fan for the characters they enjoy, wherever that character comes from.

Cosplaying has risen, but there is still a strong base of people who do it just for the fun and want to be able to remember what they did by the looking back at the pictures they took with their phone. Others are looking to create something a little more special. This led me to interviewing a local photographer/artist, Chris Carroll. I knew this man before he moved away from Utah. We gamed together then and recently reconnected when he was planning his move back.

Although originally from Utah, Chris Carroll started as a photographer on the east coast. He originally took up photography as a hobby, then worked as a contract photographer. But because of the influences of his younger days playing games and admiring the art of people like Todd Lockwood, he wanted to do more.

He saw how computer art was growing and its ability to create fantastic scenes. He also saw how cosplay was growing and the wearable art people were making to embrace their favorite characters, games, movies, etc. He started working on how he could combine the art of his photography with the art generated within a computer, and the art others were wearing.

According to Chris, the early pieces he created in 2003 sucked. But he kept working at it so he could create something he could be proud of. He attended classes and taught himself so he could create unique pictures—pieces of art—by combining the three elements. His driving force has been the honoring of the work people put into their cosplay outfits. Now, he creates works going beyond just taking a picture.

Each finished piece is a story. Starting with the picture of the individual, Chris then combines elements into the background. His goal is to create a picture a person can come back to and find something new.  For him, the creation of the story, within a single frame, is important. This is a time consuming process and not just a click and shoot endeavor.

Chris Carroll
Driven to do justice to the work people put into their outfits, Chris spends time to create a piece of art for the individual he is working with. This means he creates each piece on its own. Most single frame works take about a week. He creates, edits, creates more, and will continue until he has something he feels tells their unique story.

Coming back to Utah meant Chris left the groups of cosplayers he was working with, but his art reached his home state. Recently he worked with the local cosplay group, The Umbrella Corporation—Utah Hive, and has started showing more of his talents on the local scene. The Hive’s Facebook banneris Chris's work. The size of the work is different than his single shots—making it one of the most complex pieces of art he has created to date. He also did the this cosplay centerfold for Utah Geek Magazine

Working with the Hive, and Scott Sneedan at DIY Studios, Chris took a number of still photos of each member of the group in the banner. After that day of shooting, it took him over a month working on his computer to create the final piece.

You can check out more of his work that he shares publicly on his Facebook page or at Studio CMC on Deviant Art (you are forewarned that Deviant Art also has pictures of mature matter). He also shares some of his work on Facebook.

When you are looking for something that might bring your cosplay character to a fuller realm of existence, this might be the style of work you are looking for.

Chris still pushes himself to do more. He feels the time and effort are worth it, saying, “It is satisfying to hear a person gasp when they see their picture.”

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).



reade more... Résuméabuiyad

Response to Readers and Fans On What You Would Like to See Here

I sent out a request and asked in-person over the past couple of months what people wanted to read from Guild Master Gaming. I found out a lot about the people I share this gaming interest with.  A broad scope of interests, likes, and desires. I took a couple weeks to reflect over the comments and conversations.

Guild Master Gaming's main focus has been, and I will keep it to, tabletop gaming of all sorts. However, I have been asked to expand into a few additional areas. I am pleased to announce this expansion since it is due what people have told me they like and want to see. It is also in response to the recognition you have given me which has led to my work being requested in new markets.

The reviews of games will continue. I write reviews for Utah Geek Magazine and I have been approached by a number of companies to increase the number of reviews I do. This means there will be more reviews of role-playing games (RPGs) and all sorts of other games. My focus on game reviews is to provide a feel for the game, not just the mechanics of how to play it.

Personally, I like games that feel fun. When I read about a game I am interested to find if the premise and the flow of the game is something I am going to like. Mechanics can usually be worked out unless there is something really broken in the game. I also know that my favorites are not going to be everyone's favorite.  I will always work at providing enough information about the game so every person reading the review will be able to decide if it fits in with other games they like.

I will not rate the games. There are games I like to play that others detest, it goes the other way also. That is part of the reason I have a wide variety of friends and players to help me review games. It is a lot of fun watching a group of young players tackle a game for the first time and see their reaction.

I have focused on the games in the past. I have reviewed a few movies, but that is not one of my areas of expertise. I have also reviewed non-gaming books. The reviewing of books will be increasing. I read a wide variety of genres, but focus on speculative fiction. Many of the gamers I know love to read, and many of the authors I know like to play games. It seems like a good fit. I am also going to be reviewing supplemental gaming material of all types as I get it. This will also include a range of other periphery topics and items gamers have shown an interest in. This area will be broader in scope, depending on what I come across and how interesting I find it.

A few of the several hundred games on my shelves
I have received requests for more characters, encounters, and adventures. These will be spread across different game systems and genres. With all of this, you will be seeing some enjoyable, and interesting, changes.

I will continue what I have been doing in terms of where I post my articles. They will always be available directly on the blog, Facebook, my Google+ home page, and my Twitter feed. If an article fits into another area like a role-playing or a tabletop group I am a member of, I will also put it up there.

If you like the articles, please share them with your friends. Please, if you want me to see a comment, leave it someplace where I can easily see them, or send them to me directly. I had a follow-up email about a comment I didn't respond to because it was attached to a shared post that I never even knew was out there.

If you are interested in a particular area, please let me know and I will see if I can support that interest.

I have been writing these articles for five fun years, and I want to keep doing it (truthfully, I would love to do this full time). Join me to see where this journey goes. Because I don't know where it will end up, or how we will get there. It is a story in the making and I might be the game master on this one, but there are a lot of characters giving their stories along the way.

Sincerely,
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).





reade more... Résuméabuiyad

The Game of 49, Game Review

The Game of 49, or just 49, is a straight forward game that harkens back to some of the old school style of play. Many of the more modern era games come with a theme, or backstory to set them up. Then, they build off the backstory fitting in the mechanics that work best to meet the needs of the game's strategy. Older style games usually only provided the strategy part of the game with little of the backstory.

At SaltCon 2017 I was able to learn to play 49 at a table with four others. These four new friends and I were enjoying new games being taught by Double Exposure Inc./Envoy. None of us had played 49 before and found the game was easy to learn. We completed our game near the lower limit of the listed time.

49 is played on a seven by seven grid board with 49 available spaces. The places come up for bid when their number is drawn from a randomized deck of cards. Each player starts with $49 (the amount you have at any time during the game is kept secret) to use to claim the location on the board. To win the game you need to get four locations in a row, a straight line in any direction. You are using bidding, money management, and location placement in your strategy. And, there are wild cards in the deck.

All wild cards do a couple of things, and then there is the 49 which is also a wild card. First, wild cards allow you to bid for the placement of any location on the concentric circle the card represents. This can provide a quick advantage to creating a row. The bidding can go higher because of the number of locations the token can be placed—I might be bidding to place on one side of the board while you are looking at the other side.

The 49 card is the middle of the board, so it is only one location and has some special rules. If no one owns the space, or it is currently owned by another player, you claim it with a winning bid (this is the only time a token is removed). If you already own the space, you get to place a token on any open space on the board.

Our game in action
After claiming your wild space, form from the wild cards or the 49 card, there is a payout. Every token on the board earns money for the player. The more locations you control, the more money you earn.

Because of the wild cards, if a number card is turned over and it is already taken, turn over the next card.

The game is easy to set up and clean up.

Our game of five was with players all a wide range of game playing experience and it went smooth. This is a good game for the more quiet social events. If you need a break in play, just don't draw the next card to bid on. You can also pause and talk during the game.

The Game of 49 was created by Mark Corsey and distributed by Breaking Games. It is designed for 2–5 players, with rule variations for when you have 2 or 5. A game is expected to take 30-45 minutes and is for ages 10+. If you have younger players who have played a few games I think they would be able to join in without problems, but maybe a little coaching.

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).



reade more... Résuméabuiyad

CRUFTS 2017: Boxer noses

© CRUFFA

In January, I wrote to  the UK Boxer Breed Council Health Committee enclosing some pictures of Boxers taken at UK shows in the past couple of years. I pointed out that I felt that stenotic nostrils (nares) in the breed was a growing problem and that I hoped it could be nipped in the bud.

As some will know, I am currently on a bit of a mission re Pug, Frenchie and Bulldog noses via the CRUFFA Facebook page. Pinched nostrils are a huge problem in these breeds, particularly in Frenchies (a blog to come on that). 

We produced some nice stickers to help get the message across - and I even offered to let the French Bulldog club have the artwork without CRUFFA's name on it. Sadly, I wasn't taken up on the offer (we're the enemy...) and I was forbidden from distributing the stickers at Crufts. As it happens, just mentioning on CRUFFA that I wanted to, created a big and rather silly fuss in the dog press, so we managed to get the message across that way.



Anyway, I was delighted to get this reply from the Boxer Breed Council Health Committee.

"While the Boxer Breed Council’s Health Committee does not believe that pinched nostrils are a significant issue in Boxers we will take the opportunity of reminding Breed Clubs that open nostrils in the broad, black nose required by the Breed Standard are desirable. We will be doing this by circulating your original email together with this response."

I wrote back and thanked them.

Unfortunately, though, stenotic nares are now a major problem in this breed, as the picture above and those below show - all taken at Crufts last Sunday. 

© CRUFFA

It is astonishing that I even have to say it, but clearly I do:

While the show-ring continues to obsess about minor cosmetic points, completely ignoring basic necessities for life, it deserves all the crap it gets from campaigners like me. 

© CRUFFA

Dogs are obligate nose breathers. They exhale hot air through their mouths when panting, but all the air they draw into their lungs is through their nose, so a fully functioning nose is important.

© CRUFFA

Dogs don't sweat like we do, so their nose and airways are critical - and particularly in an active breed like the Boxer that suffers from heart problems. (NB we know that heart problems can be a consequence of the continual fight for air in the extreme brachycephalics).

As Professor Gerhard Oechtering wrote in the Guardian a few years ago:

"...the noses of wolves and dogs are not just for smell; they are an indispensable tool to control body temperature. Dogs are not able to sweat like humans or horses. They need the large mucosal surface of the nasal turbinate and a specific gland producing "water" in hot weather or when internal heat is produced after physical exercise. Vaporising this water on the large intranasal turbinate surface is the cooling principle; the tongue plays only a minor role in canine thermoregulation. This is the reason why dogs are obligatory nose breathers. No nose – no thermoregulation – no health – no animal welfare."

© CRUFFA

Meanwhile, the KC's Breed Watch has absolutely nothing listed as a health concern for the Boxer. 

© CRUFFA

Perhaps now the KC will add stenotic nares?  And while they're at it, the ectropion, too.

© CRUFFA

reade more... Résuméabuiyad

Just Cause Review

Just Cause
Publisher: Square Enix Developer: Avalanche Studios Platform: PC Release: 2006 Players: Genre: Third-Person Shooter / Sandbox Rating: 7.2 \ 10.0: Good
Above is Rico in a speedy, motion-blurry pursuit with the policia.

Just Cause has become a series renowned for its massive open worlds and explosive action that would leave Micheal Bay impressed. The developers, Avalanche Studios, have become full on triple-A developers thanks to their series of summer blockbuster simulators, but they had humble beginnings.

Anyone familiar with this franchise will not be surprised by the plot; The tyrannical Salvador Mendoza, a man believed to be in possession of weapons of mass destruction, has taken over the fictional South American island nation of San Esperito.  Because of this, Rico Rodriguez, who has now become a staple of the series, is sent to the country to aid the rebels who reside there in overthrowing Mendoza and to take out the president's corrupt government officials. This gives the title of the game an often overlooked double meaning, as "Just Cause" can be interpreted as Rico's actions being honorable or as a shortened version of "Just because", the perfect answer as to why you a do any of the over-the-top things the game allows you to.

Those who have played later games in the series but not this one may take while to adjust to the gameplay. Many of the major elements of games to come are still present -- the massive game map is littered with races, side-quests, and villages to liberate. However, the game itself plays much differently, mostly due to the less fleshed-out stunt system. This game's grappling hook is still fun to use, but it can only latch onto vehicles, meaning that travelling by using the parachute and hook as many players did in JC2 is not possible. Thankfully, you're able to request a vehicle drop at your location whenever you're not in a pursuit. As you liberate more villages and bases, more vehicles become unlocked. My biggest issue with the unarmed vehicles in the game is that you can't use weapons while you're riding on top of them, making on-road vehicular combat needlessly frustrating. While in pursuits, I often had to abandon my car every several minutes and climb into a police or military one due to taking significant damage because I was unable to defend myself without heavily reducing my mobility.

Liberating settlements also works quite differently then it did in later games. You start a liberation by speaking to the rebel or gang member outside the settlement, and both sides will immediately begin to call in reinforcements. There are three barricades that must be destroyed in every settlement (that are really easy to get around and could hardly be considered barricades, but "logic" and Just Cause are an oxymoron), and the enemies will suddenly disappear once you either capture the flag or take out a gang leader depending on which type of settlement you're overthrowing. These battles feel incredibly intense due to the large number of NPCs. I was frequently getting hit by bullets I had no hope of avoiding, but this was never too much of an issue since enemies will occasionally drop medkits upon defeat. The scale of these shootouts is impressive, and the number of weapons dropped by combatants on the ground that I would see in the aftermath of liberations never failed to impress me. This game was released before the open-world shooter formula was refined, and the game can sometimes feel even more repetitious than modern Ubisoft titles, and if you don't enjoy those types of games, you certainly won't enjoy this one. However, I don't mind very much when the repetitious activities are so entertaining.

It's difficult to notice that this game's AI opponents don't live up to the "intelligence" part of the acronym when you're fighting them on foot in large groups, but things get ugly when vehicles are involved. You'll often see massive pileups of cars in the middle of villages after liberating them, and the enemies are just as reckless on the open road. They would frequently ram me off of cliffs and took themselves down with me, and would also often run into lampposts and trees. The enemies don't cease their stupidity while airborne, either; the helicopter pilots may be able to shoot you from incredible distances even through thick trees and vegetation, but they usually stay still and will never attempt to avoid your gunfire when you're on foot, making them incredibly easy targets if you've got a rocket launcher equipped.

As for the campaign missions, they're okay, but mostly forgettable. There are a few fairly fun moments I can recall, but what I most remember are the numerous glitches I came across and frustrations that arose from them and the ludicrous saving system. Some of the more notable bugs I ran into were when tanks tumbled around uncontrollably when I drove them, triggered explosives bouncing across the ground when I deployed them, objective items disappearing upon retrying levels, and the game instantly crashing on PC if the game was in anyway minimized. I once accidentally pressed the Windows key while piloting a helicopter when I meant to lower the vehicle by holding the nearby CTRL key. As a result, the game crashed and I lost nearly half an hour of progress. (This apparently doesn't affect Windows XP users, but if you own a PC running an operating system from 2001, it's probably factory-built and has no hope of smoothly running this game) "Why didn't you just manually save?" you might be asking. Well, the only way to save your progress in Just Cause is via prompts that appear when you complete a campaign mission or if you use a control panel at one of the safehouses you unlock as you liberate San Esperito. This combined with the inability to start the game up from mission checkpoints caused me to become stuck for long periods of time on some segments of the game.

Just Cause is one of the most polarizing games I've played in awhile. The gameplay has thrilling highs and extremely frustrating lows; the islands are densely packed with well-detailed vegetation and foliage, but the FMV cutscenes are grainy and ugly; the flamenco soundtrack does wonders to accentuate the action, but the voice acting is hilariously bad. The game may have many shortcomings, but they are ultimately overshadowed by the often entertaining action. It's far from a masterpiece, but it's worth checking out if you want to kill time with some open-world silliness.

Ups
Impressively large-scale battles
Beautiful visuals (for the time)
Fantastic flamenco soundtrack
Clever title
Hilariously idiotic A.I

Downs
Horrible cut-scenes and voice acting
Repetitive tasks
Frustrating save system and glitches
Hilariously idiotic A.I.

Also available on Xbox, Xbox 360, and PlayStation 2

ESRB: M (PARENTAL WARNING: This game contains intense violence, suggestive content, some swearing, and drug references) Content: Blood, Drug Reference, Language, Intense Violence, and Suggestive Content Price: $6.99 (Retail / Download)
reade more... Résuméabuiyad

Swords and Wizardry, RPG Review

There is an ongoing argument about old school gaming and new school gaming. The main divide is the difference in style. Those who don't have a definitive preference want to know which is better. Now you have the opportunity of combining them without the conflict. Well, maybe not all the conflict, I think there will always be a level of discussing about preferences.

Swords and Wizardryby Matthew Finch and Bill Webb, published by Frog God Games, brings the original Dungeons and Dragonsforward for today's gamers. They accomplished this by using the Open Gaming License (OGL) and sourcing the original. This is a great tribute to the early form of role-playing and what came about is what I expected when I picked up the game book.

There is a wonderful feel of the old style of play with its higher risk and looser format. For some that was the problem about the old school gaming and why they prefer the new style of games. However, working with the OGL they provide rule variations to bring it forward to the structure of the new games. There is still more of the open, looser feel some of us remember while it uses some of the current gaming structure.

They give information to apply the older style to the newer format. What you end up with is a game providing the risks of the original with additional structure of how to run the game that came out in the later editions of Dungeons and Dragons. Considering the differences between the systems they were able to bring this together by providing options on how you structure your game.

Original structure of the classes, races, etc. are provided with the updated ability of the modern rules. The use of armor class (AC) is one example. You can choose to play using the style of play with AC decreasing to -9 or an open ended increasing value. This is carried through with combat tables for classes and monsters along with variations for combat sequence (initiative). This level of flexibility from allows gaming groups the chance to decide which direction they want to go.

For those wanting more after they get started, there is new and old available. Players and game masters can bring out their old adventures and support material or you can bring everyone along on new adventures. If you want to adopt the older style of rules, there are many adventures available out there. If you are updating to the newer set, all of the newer stuff coming out provides ample material to keep a campaign going.

In working through Swords and Wizardry I found myself going right back into the style of play that allowed for the fast and frenzied combat. The monsters are familiar and the rules set it up so you're not as confined in the round structure of some of the modern games, the emphasis is placed more on the role-playing than on the strategic aspects of fighting.

This all leads back to the increased risks to the characters. Spells can be stopped by attacking the spell casters, characters have fewer hit points, and the chance of being raised is limited. All of the aspects that made the original game from forty years ago more challenging to get to name level. Even the spell and class level restrictions are included.

For me the greatest advantage of this game is the simple fact of being able to introduce old school gaming through use of new school mechanics. It allows the combination of the high risk, high mortality style of early role-playing with the modern rule structures.

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).


Originally published with Utah Geek Magazine.

reade more... Résuméabuiyad

SaltCon 2017, Tabletop Gaming Convention--High Action In a Chair at a Table

I've had a couple of days to recover from four days of gaming at SaltCon 2017, now I can write about the experience without falling asleep on the keyboard. This year SaltCon kicked off Thursday morning and ran to Sunday evening. There were open gaming areas during that entire time and I really believe there was someone playing a game during every hour from the time they started to the time they closed the doors and shepherded the last ones out.

Events for SaltCon started before the doors ever opened with the Ion Awards. Game designers from across the country, and internationally, entered their designs to be judged. Every year has brought a great selection of games and this year was no exception. The games are scrutinized by people involved in the industry as established game designers, developers, and distributors. Winners are already in negotiations with companies to bring their games to market and we are looking forward to seeing their work come to fruition.

Figure painting
There was a figure painting contest that was awarded along with the Ion Awards. The pieces on display showed amazing talent. For those wanting to learn how to do it, or sharpen their technique, there was also an area to help.

Along with those who were ready for entry into the game competition were other developers with their games presented in the booths and on the floor. There was even a room for prototypes. The games were at different levels of development. Some are getting close to taking to market while others were drawn out on paper and foam board. If you have never had the opportunity to play a game at this level of development, may I suggest you grab the chance. Sitting down with several developers over the weekend was a great experience. These women and men want people to play their games with the intent of finding the flaws that can break the game. And, they enjoy talking about what they are doing and how you feel about the game.

Many people bring their own games looking for people who have similar interests. Across the open gaming areas were signs that were made available to let others know if you were looking for players and teachers. Attendees and volunteers were ready to step (or sit) into those roles. Those who didn't bring games could choose one from the conventions free game library, which now has over 1,100 titles.

Part of the game library
Envoy was present in a play to win section and was running tournaments for many of their games. Prizes in the tournaments included admission and hotel rooms for next year's event. Envoy presents and teaches games from smaller game companies. And, you could learn the game from experienced players. I had the opportunity to learn several new games and make some new friends who had travelled from Las Vegas to attend the convention.

If you were looking for role-playing games, there was full selection with over 150 sessions scheduled (there were also a number of unscheduled games from players and developers). I ran four games and sat in on four others. I would have liked to do more, but there was only four days. The games covered a wide spectrum of systems and genres—something for every taste.

Artemis
There were also a live action events. These events included panels about gaming, we have some talented people living in this area who are well known in the community and this year Robert J. Defendi was on a couple of panels. The local Star Trek Organization also ran a bridge simulation, Artemis, which had people in it every time I went by.

It can be safely said that SaltCon 2017 was a success. Along with all the already mentioned opportunities for fun there were door prizes, play to win drawings, and vendor giveaways that kept the excitement going for the nearly 1,400 who showed up. But don't think the organizers are going sit back on previous success.

Dale Gifford announced the entire Davis Convention Center has been reserved for upcoming years. The organizer of the RPGs has already reached out on how to make future events better and we are already working on games.
One of the open gaming areas

2018 marks year 10 for SaltCon. I haven't attended from the beginning, but I have been to a majority of them. Based on past experienced, if you like to play games, you should plan on being there.

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).








reade more... Résuméabuiyad

Flash Point: Fire Rescue, Game Review

Alarm! A home is on fire and there are people trapped inside. Your team is at the scene and now it is up to you to fight the fire and rescue those inside. There is no time to lose, the fire is going strong. You have to hurry. Be careful, because the fire is not in control and explosions could happen at any moment.

Flash Point: Fire Rescue, designed by Kevin Lanzing and marketed by Indie Boards & Cards, is a cooperative game for 2–6 player (you can also so solo play) where you are the fire crew. There are eight specialists to choose from and the group can also decide to have more characters help, but only up to six active characters at any time.

When the game starts the fire has already broken out. You know where the first three victims might be located—these points of interest might also be false alarms. There are also places in the house where hazardous materials have been stored that will explode if the fire gets to them. You have to decide if you leave them or get rid of them.

Players decide where their characters start outside the building and in what order they are going to go. It is a race against time to get the survivors out before too many of them are killed by the fire or the building collapses.

Flash Point requires teamwork. Cooperative games always require teamwork, but some of them allow for players to take their own actions without concern of others. This is true for this one also, however, unless the group talks it out and works together as a firefighting team, your chances of winning are slim. You have to combine fighting the fire back and getting the victims out. Too much emphasis on one without working on the other doesn't work well.  The cooperation goes right back to the beginning after setting up the board.

The fire is the timer for the length of the game. I don't think you are capable of putting the fire completely, it keeps flaring up. We played multiple games and were never able to save the building from destruction. There isn't a win situation for putting the fire out either. You have to keep the fire in a controlled state and rescue the victims.

There are four levels of play. The introductory, or family, level works well for learning the basics of the game and for those who want a better chance of winning. With younger players (maybe even below the listing of 10+) these rules provide a lot of fun. There are also three levels of advanced play.

Advance play use the same rules. The difference between recruit, veteran, and heroic is how advanced the fire is when the game starts and additional places to spawn flare ups and additional hazards. These additional levels allow the game to remain challenging as you get better.

The fire is raging and we have to get back in there.

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).


Originally published with Utah Geek Magazine.


reade more... Résuméabuiyad

5th Anniversary Post

It's Told You So Review's 5th Birthday!

I'm publishing this post in celebration of my blog's five, albeit belated anniversary! Since the day I created this blog, I've published 105 posts, received 23,505 pageviews, received 125 comments (my replies among them), and been followed by 11 people (my two Google accounts included)! This wasn't my greatest year, but I did add quite a few new features. I know this may be disapointing to hear, but expect even less reviews in 2017 than last year. I've been working hard to make sure my reviews are as detailed, thorough, and reliable as possible, and that can take quite awhile. Be sure to keep commenting and checking out my blog, and maybe become a follower! Thanks!
reade more... Résuméabuiyad