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What Immortal Hand, Book Review

For me, this is the first time I have seen a story that starts in Wendover, which sits on the border of Nevada and Utah. Having lived for over 40 years in the Salt Lake valley, I have traveled to many of the locations and over the roads in Johnny Worthen's What Immortal Hand. It was a hook for me, and the story drew me in deeper.

Michael Oswald is hitting a mid-life crisis. Life has been going in the wrong direction for a while. He has gone through a divorce and his kids are living in another state with their mom and her new husband. His job is one he despises, and he despises himself for doing it. He no longer has a house, or apartment, preferring to live out of his car and the occasional motel room.

Now he's even losing it mentally, he is experiencing hallucinations and blacking out. We see Michael grasping for something to cling onto, something to help him get grounded. He starts exploring his past to find out who he really is.

Just about everyone goes through a time in their life where they feel lost, and losing. Like Michael, we look for something to ground us. Something to help us get an understanding about who we are and where we come from.

Self-discovery can be a dark path. For some it is darker than others. Science has proven that our brains block out the memories of pain. Then, when we go digging through our thoughts to find what is missing we must deal with it in some manner. Isn't that the idea of going to therapy? After we find what we are looking for, we still have to decide what to do with it. Where we take it into the future.

In What Immortal Hand, Johnny Worthen (published by Omnium Gatherum) has created a 300-page journey of discovery with dark twists and turns. A psychological horror story for adults that contemplates those losses we have, the memories we are missing. Then, the inner battle we face when we learn about ourselves.

Join Michael on his dark adventure of discovery. Find out where it leads him. Decide if digging into your past is something you want to do to find out who you are, where you are from, and where you want to go.

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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FilmQuest, Upcoming Articles and Reviews

I have received an opportunity of covering Utah's second largest film festival, FilmQuest.

The festival is September 8th through September 16th. FilmQuest is an international film festival specializing in sci-fi, fantasy, and horror. They had over 1,000 submissions this year and will be screening over 200 full length and short movies.

I will be writing articles about the festival for Utah Geek Magazine. My goal is to cover as much as I can, which means I will be writing a lot of articles. First publication will be going to Utah Geek Magazine, then I will be adding them to Guild Master Gaming.

The articles I will be publishing will be extra articles, I plan on continuing to publish articles about table top gaming. However, because several of the outlets that allow me to share my articles are specialized to different types of gaming, I will only be publishing the articles on a limited number of locations, unless I hear from the site owners it is alright to share across their platform. Otherwise, if you are interested in getting all of the posts I please ask that you like or follow the blog, or one of the social media feeds I maintain.

I hope you will enjoy the information about FilmQuest and the movie reviews that will be forth coming.

Thanks,
Daniel Yocom

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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Main Political Structure of Hork, a city of Orcs

From Lord of the Rings
Adjusting the City of Hork to a Location

In building the city of Hork I started out in a generic setting. However, due to some comments I received, the information presented for Hork will be part of Forgotten Realms by Wizards of the Coast. The responses have also been about developing in the older d20 systems so that it can be easily converted into Pathfinder and another system (they didn't say which one).

Main Political Structure

There are seven major tribes in the city of Hork. They continuously fight between themselves to better their political position. The fighting is rarely in the open, but there are times when the blood overflows into the tunnels. When one tribe is known as the attackers, there is almost always a level of retaliation from the attacked. Every tribe has decent numbers of warriors,           but retaliation by the smaller tribes is usually limited away from bloodshed because they would have a harder time of a war of attrition.

Alliances are common. The strength of any alliance is always in question. For, an alliance is only as good as it is serving your needs.

The Seven Main Tribes

After the King of Kings (Black Fang) there is no specified order of who is the next in line. Orcs are not well known for creating organized lines of ascension. Unless, there has been some level of influence pushed as one King of Kings ages the transition could break into a major battle. Two actions have prevented this breakdown so far. The first is the sitting king of the Black Fang has handed over his sit to a son before his death, and the temple of Gruumsh has blessed the new king as the rightful leader.

Black Fang

King (King of Kings): Tuagout

Black Fang has maintained the ruling seat since the conquering of the city Several times it has come close to losing control, but has come through each time. One of the major reasons for its ability to maintain power is its connection to the power of the priests of the temple of Gruumsh. The Black Fang also have a larger fighting force because they have taken control of smaller tribes that have entered the city, and instead of killing the new orcs, adopted them in as tribesmen.

Orc LARPing in Denmark
Leg Breakers

King: Spakak

This tribe of orcs has always kept to itself and maintain little control outside of their own area in an isolated set of tunnels. The tunnels are easily defended by orc and trap, making it hard to do any real damage to the tribe. The Leg Breakers took the heaviest losses when capturing the city and found a place where they could rebuild. Over the years, they have expanded their border slowly and methodically to maintain their protectiveness. This tribe, in many ways, is one of the best organized, especially in military matters.

Dark Death

King: Kollodob

In one of the higher levels of the city, close to one of the city gates to the surface, Dark Death has taken control. This tribe has maintained a stronger connection to the surface world than any other city tribe. This has played out for them in two ways. The first is they have members who are better on the surface, including the highest-ranking druid of the city. Kollodob has also maintained political connections with surface tribes of orcs and other monstrous races.

Fire Wolves

King: Looshik

It's understood by most orcs that Fire Wolves are connected with the assassins' guild. In fact, this is more of a ruse than anything else. The guild acts in its own interest, and not for any particular tribe. Because the rumor really only goes through the common orcs, and doesn't hurt their business, the guild has not tried to end it. Fire Wolves have allowed the ruse to continue so they can work on their own agenda with less interference.

Blood Swords

King: Gordung

Deeper in the tunnels of Hork, the Blood Swords have established their tribe's home. The Blood Swords control one of the major routes into the underdark. Their work in the section of tunnels has led to protecting the city from a couple of attacks from dwarves and they have been honored in the city. The Blood Swords have been expanding their territory out of the city and into other tunnels.

Dark Hammer

King: Abgod Queen: Uhucki

From Giantbomb
Abgod is the political front, but Dark Hammer is run by queen Uhucki. Within the tribe, the orcs know Uhucki is the voice to listen to, but they maintain the appearance that Abgod is their king for political reasons. They have built a stronger hold by working in areas of commerce. This has been by controlling the trade in one form or another. Dark Hammer is probably the richest tribe in the city, and they use the money for well-placed tributes (bribes) to maintain control over the flow of goods. They have been at odds with several bands of "smugglers." Not that what the smugglers are doing is illegal in the city, but they are circumventing the control Dark Hammer works to maintain.

Oozing Eye

King: Kruckak


This is currently the smallest tribe, or so it is believed. They don't get involved much with politics of the city and work on maintaining a control of the seedier elements of the city. They are willing to work with outside forces and have stronger connections than most realize with non-orc strengths. They are in a lower section of the city, away from Blood Sword territory. Unknown to most in the city, Oozing Eye controls a smaller entrance to the city, which they use to enter and leave the city without other tribes knowing.

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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Conflicted: Surviving the Apocalypse--Game Review

You've seen the signs and you've prepared for society's collapse. When the time was right, you evacuated and established yourself on the outskirt of civilization. You were ready. You are ready. You will be ready.

Conflicted: Surviving the Apocalypse is a board game with the same theme as Conflicted: The Survival Card Game. Instead of the scenarios being read off the cards to be discussed in a party setting, Surviving the Apocalypse puts you in a more active role of building a camp, adding survivors, and working through conflicts with the government, other groups, and other players.

A friend and I had the opportunity to see the game at Salt Lake Gaming Con, but didn't have a chance to play it there. Instead, arrangements were made with one of the developers to play it at another time.

At the start of the game, each player has enough to build one camp: a place (Asset) to base yourself out of and a Leader. Along with those cards, you also receive Survivors and Equipment. You have to decide who goes into the camp and with what equipment. Each cards show the limitations and benefits they provide. It is important to build a camp strong enough that can defend itself. Since society is collapsing, others are after what you have, be it the Government, Attackers, or other players.

The Mechanics

The game uses different decks of cards to represent the different items mentioned above along with Chance, Death, and Disaster. During Each turn players gain two Chance cards. Other cards are collected by landing on a corresponding marker on the game board by moving around a lap, or by taking out other camps. You can only keep five cards in your hand, so it's important how you build and manage your camps.

The cards have a lot of information on them. For example, Assets can only support so many people, people can only use certain levels of equipment, and some equipment is used better by certain people. You need to keep an eye on what and who you have.

The End Game

There are multiple ways Conflicted: Surviving the Apocalypse can end. We decided we would end if one of three conditions were met: having four leaders in play (building four camps), removing four opposing leaders, or completing a lap on the board. Ours ended with four camps being established.

At the end, three of the four players were close to each other in what they were building. I was the fourth player, who wasn't really a threat to anyone else in the game.

Strategy Thoughts

Managing your cards during the building a camp phase determines how well you are defending your camp, and thus your camp's leader. You can also do this through negotiation with other players.

Bargains can be struck to help defend your camps, or attack others. There is no rule though about how you follow through. Conflicted is a game of opportunity, so to survive, and to come out on top, go after the opportunities when they present themselves.

Some of the random events almost have a reset value to the game. We were hit by a super volcano that took out all of the Assets, Survivors, and Equipment. We were left with only our Leaders that were in play.

Re-playability

There are enough cards that every game would be providing a different set of conditions to work with. In our game the developer (Shanna) mentioned it was the first time she was hit by a super volcano.

I wouldn't expect people playing back-to-back games since it takes between 1–2 hours, but you can expect it to be different each time you play.

The Look

Conflicted Games has gone with photographs to decorate the cards. This brings a different, more realistic feel to the game. Along with the pictures, the cards have additional statements that bring some light-heartedness into the game.

Overall

Conflicted: Surviving the Apocalypse is based on a disaster film on steroids. Society is collapsing and natural disasters can strike at any time. Along with the super volcano, our game was hit with a tsunami and a drought. Then, again, because of the randomness of the game, you could go an entire game without a disaster occurring. It is about surviving whatever happens.

We enjoyed the game. The developers are working out a few variations. However, the kinks observed were minor and easily worked out. Conflicted Games is taking their board game to Kickstarter soon and I am sure that by the time it releases, the game will be polished.

Conflicted: Surviving the Apocalypse is developed and distributed by Conflicted Games. It is designed for 2–6 players and no age was yet assigned.

Times are tough. Your crew is tougher. You are part of the few who have survived the apocalypse.

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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True 20, RPG Review

There are a quite a few game systems developed from the open gaming license of Dungeons and Dragons. There are advantages for having these different systems. One is the ease of use. Being familiar with one rule set makes it easier to learn the new one. Another is the new game can utilize the system to make it specific to the style of game the variant wants to support.

True 20 Adventure Roleplaying, designed by Steve Kensonand published by Green Ronin Publishing, is a system that was developed because of the desire to support a specific genre, romantic fantasy, and game Blue Rose. However, the systems early popularity brought about a game system, based on the d20 model, which can be used for other genres. This works, in part, because romantic sub-plots are in storylines used in gaming—even adventures where is seems like romance is furthest away. And, True 20 is presented in a manner to help inexperienced players get involved quickly in a role-playing game (RPG).

The basis of the True D20 system is it is centered more on the characters and the stories they are creating instead of the combat. This focus allows it to be easily used for any setting or genre because RPGs are the characters and the stories they are creating. This is not to say the system doesn't support combat, but the style feels more character driven. To see how this works in different settings the book provides information in the back portion of the reading.

Roughly the last 50 pages of the 200-page book presents 4 setting game masters (GMs) (this system calls narrators) can use directly or as guidance to creating their own setting. These great examples show the breadth of settings the system support: Caliphate Nights, Lux Aetuernum, Mecha vs. Kaiju, and Borrowed Time. Each has enough information to get you started, even in the short space they are presented in.

The first three-fourths of the book provide information for players and GMs. The base rules have been slimmed down to create a system that is easy to step into and use. Some points requiring conversions in the parent system are removed. An example of this are the character's abilities. Instead of creating a score within a certain range and then determining the adjustment that score gives, the scores are listed as the adjustment. An average score is 0 (zero) and can start from -5 to +5. No conversion is needed to apply the ability.

Character classes, which they call roles, are another example of streamlining being done to make the system applicable to any genre. True 20 has 3 roles: adept, warrior, and specialist. Adepts are characters who have supernatural powers (spells). Warriors are experts in fighting. And, specialists cover characters who are experts in a skill set other than something supernatural or fighting. This method of characters works well. Skills and feats are tweaked to fit the system's roles.

Skills and feats are presented in an easy to read and understand format. Examples of common uses of skills is provided in a table format for quick reference. Feats are presented for general use and for each of the roles. Any character can gain a general feat, but only characters of the named role can gain feats in the specific list. Players can create characters of multiple roles giving them a broader base of skills and feats, but lose some of the higher specialization. This is something players of d20 systems have come to expect and understand.

Along with character creation section, there is information for a narrator to create and run a game. Again, the system has the feel of being designed for newer GMs, but if you are experienced don't let that make you feel it is overly simple.

In playing RPGs for many years, I have found most players like playing in different genres. In earlier games, it was always about learning a new system. With a game system like True 20 the ability to move from one genre to another is easier. No one at the table must learn a new system. You don't even have to learn what the new classes are. Just get your group together, decide the setting, create your characters, and start a story.

Rewritten from original article published by Utah Geek Magazine.

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Dark Web, Game Review

Getting the goods on the company, that is the goal. It's not the easiest task to do since companies are upping their security in this decade of the 1990s—getting prepared for Y2K. But you have the skill to get through the security, get the data, get out, and not get caught. You sit down at your computer and start making the connections to attack the firewall.

Dark Web is a card game of computer hacking set in the 1990s. The goal is for the hackers to get into the system and extract incriminating files on the company and get out without getting locked out. The twist in Dark Web is one of the players may be working for Corporate IT.

At the start of the game the players are randomly assigned a role of either a hacker or corporate IT. There can only be one company employee, but there isn't always going to be one. You know your role, but you don't know the roles of anyone else, for certain. There is always one extra role card that is not looked at when the roles are assigned. It is not until the end of the game, when it is time to score the game, which all the players find out if there was an IT employee in the game.

Dark Web is played in four rounds. Rounds have two phases. The first phase is to play a script. Scripts allow actions to be taken by the player. Some of them allow you to manipulate your hand by moving cards around with other players, others allow you to manipulate the draw pile. After playing scripts, you have a choice for the second phase.

The next phase is a decision to log out and save the data you have in your hand, or to draw a card. When you decide to save, you stop playing for the rest of the round. This can be advantageous if you are at a point of having data to score and it looks like the system may get locked down. Drawing can give you data, scripts, virus, or a lock. Locks are turned over when drawn and when five locks get turned over the system gets shut down. All the players who are still in the server are locked out and the data they have been collecting in their hand is discarded.

After four rounds scoring takes place and is based on the amount of data players have extracted. There is some strategy on how to decide to save your data. There are four types of data and you need to have more than one of the data type for it to score. Viruses lower the score for each one saved. Only the hackers score their data points. If there is an IT player in the game anything they have stored does not count. Again, this can be part of the strategy to lock out data from the hackers if they have a loaded hand.

The hackers total their scores to determine if they won. If they get a high enough score, they have overcome the system security and win. If their combined score is not enough, then the player working corporate IT or the game wins.

Dark Web was easy to learn and to get playing quickly. It is designed for ages 10+, which I think is because of the theme of breaking into a computer system. The strategy of the game, along with it written in the rules that you can do table talk (but don't have to tell the truth) would allow younger player with some gaming experience to join in. The cards use pictures instead of text so actions, once learned, are easily recognized.

Playing multiple games in a row reminded me of other card games. There is some variation in the hand you get and determining if there is an IT player. An advantage to this is the quick play. Although listed at being 30 minutes, games weren't taking that long. Dark Web is good to have on hand as a filler game while waiting because of its size.

Dark Web makes a good cabin game. It consists of a deck of 128, which can fit into a pocket or corner of a suitcase.

Overall Spider, Goat Games has another solid game.

You're working your keyboard as the data files are copying. You can tell someone is working the security as the firewall is closing the data access points. The files finish transferring as the system locks. You made it. You know you didn't get enough to stop the company. You bring up your notes from your fellow conspirators about other access points into the system and get ready to take another dive into the company's computer system.

Dark Web is designed and distributed by Spider Goat Games for 3–6 players ages 10+. A game is expected to take 30 minutes.

Thanks to Spider Goat Games for the opportunity of playing their game.

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Realm Warfare, Game Review

Chess is one of the original games of strategy. Two sides facing off against each other on a limited battlefield. Each piece has set abilities on how to move and how to capture enemy pieces. For some Chessis one of the, if not the only game, they play. There are those who see it as a purest game, and others who see it as a starting point.

Realm Warfaretakes Chess as the starting point. The basics have been taken and expanded to include additional players and features, allowing for new strategies.

A friend and I sat down and play a game of Realm Warfare with the developer, Kerry Murdock, at Salt Lake Gaming Conthis year (2017). We played the base game and by knowing the basics of Chess we started quickly get started into a game after a brief description of some of he added rules.

There are a couple of new pieces. The new pieces and their moves were easy to learn. These pieces were added to the board to be able to provide a balanced layout to the board design.

There are ranged attacks and hit points. Pieces can attack from a distance along with capturing by a standard Chess move. The distance attack is an automatic hit. Then the defending piece makes a d6 roll to defend. Roll above your defense and you take no damage to the piece. Some pieces can take more than one hit from a range based attack and you mark the piece with a hit marker to show the piece is injured, and by how many points. Injury doesn't change the capabilities of the piece until it has sustained enough damage to take it out of the game. However, the piece can heal.

At Salt Lake Gaming Con
After taking damage, that doesn't remove a piece, the player can opt to move the piece to one of the hunting locations on the board. Hunting allows the player to regain lost points for the piece on a successful d6 roll. This can allow a player to keep a piece in the game longer.

Each of the four colored kings have a special ability. This might be the way they deal damage or in the way they defend. This is means each player has a different personality with the army they choose to play. It also means you need to understand that your king's ability is different than your opponent's king and defend accordingly.

Realm Warfareinvolved taking the known of Chessand applying it to the unknown of the variants added. In playing only one game, I am sure I didn't get the full experience of what the game provides. This is partly because there are more options than a Chess player is used to, and, each color has a unique ability which makes the strategy for that color different. You need to take the abilities of the king into consideration.

Even with all this involving strategy, dice have been introduced. The use of a randomizer to determine if your piece takes damage can come into play in ways you might not be expecting. In our game, I moved my king out to use his ability, which was going well. I had strong defenses, which I was counting on. However, when I was attacked I rolled a one on the die and lost my king and removed me from the game.

For a person who enjoys only pure strategy games like Chess and Go, the addition of the dice isn't something they will appreciate. For those who are looking for something to expand the options of their game's strategy the addition of multiple players, range attacks, defense capabilities, and special powers, may be what you are looking for.

Getting ready to start a three player game
Along with the base game Realm Warfare also has an expansion taking it to an eight-player game.

Realm Warfare (link to website) (link to Facebook) was developed by Kerry Murdock and self-distributed for 2–4 players, ages 12+. A game is expected to take about an hour. In our conversation it was noted the time frame is very dependent on the players, however, the variants usually lead to quicker games.

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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Planet Mercenary, RPG Review

If you are a fan of Schlock Mercenary by Howard Tayler, you can stop reading and go buy Planet Mercenary. The answer is, "Yes, it does the comic justice." For others, here is a science fiction role-playing game (RPG) based on a long running web comic that captures the fun people expect from reading about a group of space-based, future mercenaries.

Howard Tayler, Sandra Tayler, and Alan Bahr to capture the universe of Schlock Mercenary. Instead of me trying to tell you what this universe is like, go on-line and read through some of the history the mercenary company has gone through. (Here's a link to check it out.)

The Book

I reviewed Planet Mercenaryin PDF. I cannot address the binding or page print, but I can tell you about what I found.

The layout of the book made it easy to read and to find information. Clear references are provided if you have to go to another page, which made looking something up fast. The equipment sections are grouped nicely so I wasn't flipping back and forth trying figure out what I was needing.

The artwork was fun and precise (of course, when you have the game based on a comic and the artist is involved in the production). The placement of the art helped explain what was in the text.

There are a couple levels of text that demonstrate what this game is about. Throughout Planet Mercenary, you are reminded playing this RPG, and any RPG, is about having fun. Everyone is there to create an experience that everyone there is going to enjoy. Even when you are in sections that are loaded with information, they are presented in a lighter manner with ways of showing how to keep the experience of game play lighter and well-paced.

The second layer of text demonstrates this is a game for fun storytelling and the authors had fun putting it together (I'm sure they worked hard because I read their acknowledgements). Throughout the book there is a secondary story being told in the sidebars. It starts in the introduction where the CEO of the company Planet Mercenary makes a comment in the sidebar about what is in the text. This is followed by comments from others—and that sets the tone. The side bar comments tell a story all their own. At one point, I stopped and read just the comments from beginning to end because in those comments a story is presented that highlights how the game should really be considered, and played.

The front half of the book helps get the players started while the back is for the Game Chief (GC) to have information for running a game. This includes information about significant places, people, and events that can be used for adventure hooks. The information is provided in the same fun format making it something you can enjoy reading without it being just a travelogue.

Characters and Mercenary Companies

Some of the art
Planet Mercenaryis designed to be played in a campaign setting. Each player starts with a main character who is part of the team of officers of a mercenary company. This means the players need to start out working together to determine who is going to take on the distinct roles (not everyone can be the captain, then again, not everyone wants to be the captain). There are many races to choose from and there is good balance between them so the role-playing aspects of the characters can come to the forefront during play.

Along with creating a character, the players can create their company. Of course, it could be built by the GC and given to the players, but it is recommended that the players combine their creative talents. Part of the company is the ship, which has an artificial intelligence (AI), which will be played as a player character and non-player character. This is done by shared play during things like space combat by the players, or by the GC when the action is slow and if being done by a player they would probably be surfing the internet in this era, instead of participating in the future.

After the creating the characters and the company the players need to equip. This isn't done by giving each player an amount of money to buy guns, ammo, etc. Players are making a company and because of that many items have to be shared (that is party how they have a ship). There will also be some characters that need to have supplies for the company, because no one want the medic to say, "Sorry, I'm out of bandages." The monetary system is broken into resources and supplies. Resources are there to be able to gain larger items and to convert into supplies. Supplies are what are used for gaining the smaller items everyone needs. This system works well without having to have a player be the company bookkeeper who spends game night on a calculator and spreadsheet.

Game Mechanics

Dice and Mayhem

A couple of Mayhem Cards
The base mechanic is using 3d6 when determining success or failure when needed. Simply put, roll 3d6 and add to the character's modifier, the bigger the better. The mechanic is elegant in simplicity with the added element of adding mayhem to the event.

When dice are rolled to determine success or failure a side effect may be mayhem. One of the three dice rolled is marked in some way to make it different than the other two—the mayhem die. When the roll results in a success and the mayhem die is greater than either of the other two dice, a Mayhem Card is draw. Mayhem isn't always undesirable. They are designed to add additional color and consideration to the role-playing taking place at the table. These unexpected events may alter how events are unfolding in the moment, or later, depending on the card. Additionally, they may not occur at all if a player decides to spend a Role-Playing Point (RiPP).

RiPPs are used by players to make minor adjustments during game play. They don't always work, because the GC may decide the event is important enough, or fun enough to have happen. But, the players can try.

Initiative and Playing the AI

Planet Mercenary favors the mercenary with quick thoughts. Many games have initiative diced by a die roll, or the quickness of the character. In Planet Mercenary, initiative is won by the bold player. The first person to speak up with an action is the first to go in the round.

After the first player takes their action the next action is determined in the same fashion. After all the players have gone then the GC determines the actions of the forces under their control.

It sounds confusing. And, in minor ways it is. And, it plays up to the setting of the game to create the level of uncertainty during the battles taking place, or even the activities happening between battles.

Ship to ship battles are handled by the AI. At this point in the game the players take on the role of the AI in the battle. Initiative is the same. The difference is the players take actions as though they are the AI running the ship.

This initiative system and group play of the NPC AI leads to some interesting role-playing.

Fireteams and Grunts
More art

Mercenaries get killed. And, as pointed out by the comments in the sidebar this can be funny. However, players don't like characters dying if that means they miss out on playing.

Each player is a command officer. Officers need to command somebody. So, each officer commands a fireteam of three. These are specialists chosen from the number of grunts the company is employing. They have some extra abilities that complement the officer they work with (this is chosen by the player creating the officer). In the event of a character death, a fireteam member may get a field promotion.

For players, this means they have backup, partially created characters—no one sits out the rest of the night, or take on the role of the company bookkeeper.

There are more nameless grunts also in the fight. A player who loses a fireteam member, through promotion of death, is able to replace the fallen, or risen, member from the collection of grunts.

Overall

Planet Mercenarywas a fun book to read and a fun game to play.

The longest point we had was the creation of the company as players decided how to apply their resources and supplies.

Mechanics of the game were easily learned and easy to follow. The Mayhem Cards provide a sense of the unknown, both dread and hope.

For those who don't know about the comic, I think there will be new fans.

Thanks to Hypernode Press for the opportunity of reading and reviewing Planet Mercenary.

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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Dunkirk, Movie Review

The evacuation of hundreds of thousands of men from Dunkirk during World War II was a heroic undertaking by the British civilians. It was a harrowing experience for the men who were trapped on the beach. Being able to portray the events is an undertaking that requires a balance of showing the gamut of emotions involved for all those who were there.

Dunkirk, written and directed by Christopher Nolan (The Dark Knight, Inception, The Martian), succeeded.

The events are told from three different perspectives, one from the beach, one from the water, and one from the air. The three stories intertwine around a set of events to tell a greater story. The audience eventually sees the main events that tie the stories together from different points of view. Because the set points tie the stories together at the end there is a little bit of time-jumping when the story goes from what has been happening on the beach over the previous day to what is happening on the day of the evacuation.

Dunkirk plunges you into the story without the now traditional scrolling of titles of who made or is it. This sets the emotion from the beginning. This is not an action-packed movie. Here you have the steady build in tension. It builds and then there is a minor release of pressure and then back into building the tension of the situation. When you get to the end of the movie the release of the tension in the film is reflected by the audience. The build in tension was almost overwhelming at times. The points where you can catch your breath are short.

Recently the trend has been to show the gore of war. The direction in Dunkirk is towards the emotional impact and the horrors of war are not portrayed by showing the splattering of men, but by the weight on their spirits. This doesn't mean death is not shown, it is about WWII. The randomness and confusion of war is shown throughout. The audience is drawn in by the connection on the emotional level to the characters.

The acting, directing, editing in Dunkirk were outstanding in developing the emotion. There is little dialogue, but the expressions and scene development tell the story in a stronger way. Expressions captured tell more in the scenes than the words spoken. At a few points, there was enough background noise, from the war, that made dialogue hard to hear.

Overall, I expect to see Dunkirk recognized when the award ceremonies roll around. This is not a movie I would take younger viewers because of the subject matter, and sudden explosions. The film brings the feeling of being there, in the situation with the men on the beach, and not just watching it from the comfort of a seat.

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The Frenchies that win by a nose


The dog on the left is Arnie - a former AKC show-dog. You can read more about him here.

The dog on the right is Flint, bred in the Netherlands by Hawbucks French Bulldogs - a breeder trying to establish a new, healthier template for French Bulldogs.

They are both Frenchies. Both purebred. The difference is that the dog on the left has been bred to meet the current interpretation of breed standard - and the dog on the right is the result of selection for a more moderate dog by a breeder who believes that good health is more important than fashion.

I posted the image on Twitter and my CRUFFA Facebook page a couple of days ago and it has already been shared thousands of times, with many people thinking it has been Photoshopped. It hasn't.

I am pleased that most people are deeply shocked by Arnie's profile.  In truth, most Frenchies are not quite this extreme. But he is not totally untypical either - particularly in the US where the breed standard does not have a minimum muzzle length.

Unfortunately, some people are so wedded to the type of dog seen in today's show-ring that they prefer Arnie - or are more shocked by Flint's comparatively-long muzzle. Some have even called Flint "extreme".

"[I prefer] the one on the left to me it's a French bulldog and what I see and love in a French bulldog -the one on the right I don't recognise as a French bulldog," wrote one breeder.

And then this:

"I'd definitely own the left over right! Right is a disgusting example of the breed."

 As ever, what is considered "good type" changes with fashion. This Frenchie was a Champion in 1914.


And this is a famous French Bulldog from 1925.


This dog won Best of Breed at Crufts last year.


And this dog, a slight improvement, won BOB this year.


Neither of the Crufts dogs has a muzzle length anything like the 1/5th of the total head length advocated by the French Bulldog Club of England - or indeed the one-sixth the length of the head demanded in the FCI standard. They are also extremely cobby - particularly the 2016 BOB.  The show Frenchie's back has shortened over the years too, robbing them of the tail they once had and likely contributing to another Frenchie problem - spinal issues.

Unfortunately, stenosis - pinched nostrils - is almost ubiquitous in the show version of the breed, adding to the respiratory risk.

We know from newly-published research  that there isn't an absolute correlation between any one physical feature and breathing difficulties  (there is a panoply of contributory factors that interplay, including neck/chest girth,  intra-nasal obstruction, stenosis, trachea size and obesity).

But as David Sargan from the Cambridge BOAS research team says: "I think breeding for sound open nostrils, for longer and less wide heads, for less boxy body shapes and for less skin would all improve the [extremely brachycephalic] breeds." 

The good news is that there are breeders like Hawbucks breeding for a longer-muzzled, lighter, more athletic dogs with truly open nostrils. I would urge everyone tempted by a French Bulldog to seek them out - and of course be aware that health tests are important too.

The best Frenchie breeders screen for BOAS, hemivertebrae (HV), hereditary cataracts, luxating patellas, degenerative myelopathy (DM) and skin issues/allergies. A low co-efficient of inbreeding is a plus, too - and also ask about longevity (i.e. what age dogs in the pedigree died). Despite the French Bulldog Club of England's claim  that Frenchies can live to 12-14 "on average", this is not true.  In fact, Agria insurance data in Sweden has found that they are the shortest-living of all the breeds and the Finnish KC's database documents an average age of death of just five years old. It's possible that UK dogs live a bit longer, but essentially they're all from the same stock, so it's unlikely to be much longer.

I am an avid collector of pictures of more moderate Frenchies.  Here are a few of them. The first is Flint's mum, Yara - and the last another pic of  Flint. Enjoy!












© Krijn de Haas



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The Dark City, Hork: Political Power Structure

Orc King by Mananedo on Deviant Art
As a city ran by orcs, Hork is a place where leadership is based on strength and power. The Black Fang tribe has been able to maintain the controlling seat, but a large portion of that is because the clan has also been able to establish strong ties with the main temple and its ruling priests.

There are three main power based in the city of Hork. The tribes are the first level of political power by maintaining the most visible source of physical strength. The temples and priests are next. They demonstrate some of the same traits as the tribal leaders, but also maintain a level of under-current manipulation of politics because they can stir the hearts of the common orc. The last is the combined strength of the thieves' and assassins' guilds (or are they one), which have more control of what happens when a distraction draws the citizens of the city to look the other way.

The Tribes

There are seven major tribes of orcs in the city, and many smaller ones. The tribal structure is considered to be the main social structure, even though there are a number of other influences. Each of the seven major tribes has their king sitting on the Kings' council. Calling it a council is a loose term. The main authority is still in the hands of the Greater King, who, since the founding of the city, has been the leader of the Black Fangs.

An ever shifting balance is maintained between the Greater King and the Lesser Kings. The balance is almost always in a position of falling. But, it is maintained by a system of gifts, bribes, assassinations, alliances, and whatever else the different kings can use to advance their personal or tribal cause.

Alliances between tribes exist, and, like the rest of the politics, always in flux. Orcs are usually not subtle and maintain a level of order through many shows of force and intimidation. And, even though they are not as good at ruling by intrigue like other races, there are individuals who are capable practitioners. Each tribe, and many other organizations, maintain their own standing forces to use in protecting their interests. Many times, the only thing keeping full scale battles erupting in the tunnels of the city is the knowledge of retaliation.

The Temples

Orc Cleric by Ogurec-Ubica on Deviant Art
The orc priesthoods in the city are another potent force that allows some coherence between the tribes. The priests are from different tribes and are bound by their oaths to the temple they serve. The smaller tribes are overly represented in the priesthood (along as in many of the guilds), because of the additional protection the membership gives.

Like the tribal leaders, orc priests work to protect the interest of their chosen temple and deity. The conflict between the temples is not as open, but just as active. The orc Gods enjoy war and a show of strength and are known to reward those who demonstrate their worship in such a manner. Thus, small battles between the temples are more common than the tribes. It really is not uncommon for a lesser priest to go on an errand in the city and not return.

The clergy have continued to develop their ability to influence the kings as the voices of the Gods. Priests who are members of the stronger tribes can bend the ears more easily. But, even those from the lesser tribes eventually have some influence because the strength of the temple can provide enough influence in arms and followers to make a point in a council meeting.

The Guilds

Orc Assassin by Benedickbana on Deviant Art
Throughout Hork there are many guilds to help the lesser citizens gain some protection through association. The different trade guilds look after their own, and members who become skilled at what they do are found to be worthy of protection from other more powerful patrons. Each guild works at making their members valuable to the ruling classes and the strong individual citizens.

Two guilds, the thieves and assassins, have developed a place in the fringe of the workings of the other elements of power by being able to provide their particular brand of influence. They have never been seen openly as promoting a political agenda. The leadership is always cautious of maintaining a certain type of neutrality. So, when power is shifting the guilds can take advantage of the situation without losing their station.

Those in power in the city need to be prepared for the challenges their positions gain them. Each maintains their strength on different levels and ways. The level of intrigue in what other cities would call the royal court might not seem subtle to an outside observer. But there is also political intrigue taking place in other parts of the city: the markets, homes, back halls, and dark corners.

Along with the main political power sources there are individuals who exercise their will. The ebb and flow of strength shifts constantly and only those participating in the taking or power watch closely to maintain their positions.

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