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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.

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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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.

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


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