Guest Post

Lord of the Rings: The Card Game

The Lord of the Rings: The Card Game: The Review

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MECCG Logo

Back in 1998 I was just beginning high school (my apologies to any of you who now feel particularly old), and a friend of mine introduced me to this crazy little CCG called Middle Earth: The Wizards by the sadly fading Iron Crown Enterprises. I was well-versed in collectible card games at this point in time; I’d been playing Magic: The Gathering since the Revised Edition, played Netrunner whenever I could find someone with cards, and—though I am loathe to admit it—even spent some time attempting to convince a few friends to get into the ill-fated Sim City CCG.

MECCG was rather different from these, as I recall. You had a deck, sure, but from it you would assemble parties of characters, and they would travel to various locations around Middle Earth, collecting artifacts and attempting to find allies that would assist them in the eventual battle against Sauron. It was pretty epic stuff.

Unfortunately the game ceased production not long after I started playing. I had a reasonable collection of cards, but I’m uncertain what happened to them. I very well may have thrown them away when I moved to college. File that under Things I Greatly Regret.

I skipped The Lord of the Rings Trading Card Game released by Decipher. Art has always been a major factor for me in CCGs, and photos from the movies just don’t cut it. (more…)

alternity_phb

Review: Alternity

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Alternity, by Bill Slavicsek and Richard Baker, is a science-fiction role-playing game released in 1998 by TSR (now Wizards of the Coast). It bills itself as “a framework for all kinds of contemporary to far-future science fiction adventures.” Indeed, its two original settings are Star*Drive, a far-future space-opera, and Dark•Matter, which is a modern-day game drawing much of its inspiration from conspiracy theories and the X-Files. It was also the game that was home to the fifth edition of Gamma World, and the Starcraft Adventures setting, which was a toned-down version of the system used for an RPG based on Blizzard Entertainment’s well-loved RTS.

I consider Alternity the greatest RPG I have never played.

Frankly I’m a little afraid to play it at this point. It has taken on an almost mythic significance in my mind.

I got my hands on the Player’s Handbook back in ’98, but in typical D&D-like fashion it also required the Gamemaster Guide, which I wouldn’t pick up until some time in 2005 along with most of the other supplements from a used RPG bookshelf at my FLGS of the day.

Anyway, let’s get to the heart of the matter.

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Shaun's Photo

Me (of the Dead!)

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Hello, I’m Shaun. I live in Maryland, on the east coast of the United States, and I’ve been playing roleplaying games for almost 19 years now. For the first half of that, I never really had a regular group. I was lucky if I could get two people together to game. I played a lot of regular one-on-one sessions with a few friends, and it definitely left its mark on the way I run games and the way I play them.

I enjoy Dungeons & Dragons 4th Edition a great deal, as it renewed my interest in the game after I became pretty jaded with 3E/3.5. In the interim I spent a lot of time with World of Darkness, and found out about the Forge. I appreciate the work they do over there, and love a lot of the games such as Polaris, Dogs in the Vineyard, and Donjon to name a few. These games have really changed the way I look at what is possible in the hobby.

I have a blog, Gnoll’s Den, though it isn’t anything special. I also work as an associate editor and content developer over at Nevermet Press. I’ve had a few conversations with Stargazer over on Twitter, where you can find me @HyenaSpotz. I recently started a Tumblr account for non-RP-related art stuff, but be warned: I’m hardly a great artist.

I play a lot of board games, like vinyl toys such as the ones made by Kid Robot, and enjoy foreign languages. I know reasonably good amounts of German and Japanese.

So, that’s me in a nutshell. You’ll likely learn more by reading my posts. I look forward to writing them. They’ll be pretty awesome.

AmethystCover1

Review: Amethyst Foundations

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Over the past few weeks, on my blog, The Dump Stat, I have been taking a look at the Campaign Setting, Amethyst: Foundations, a new supplement produced by Dias Ex Machina and Goodman Games.  Now, that I have had a chance to really look into this product a lot deeper, I would like to give it a full review. If you have already read my review of this product, over at my site, some of this might feel a bit familiar.

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Tips to Break Writers Block

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Recently Youseph has started to write a Dungeons and Dragons adventure and is looking to post about the experience, so kudos to him for doing so.  When he initially said that he was going to write the adventure he mentioned the flurry of ideas he has and his excitement for what he was doing, a feeling I’m sure many of us are familiar with.

This got me thinking, what happens when those ideas dry up? Even the best of us go through patches where we are sitting in front of the screen or holding a pen poised above our note pads and you get nothing but net. As you try harder to think of things it seems to become more difficult to draw out any ideas and your mind runs a blank.  So where do you go from here how do you get into the grove and make the flow of creativity happen again, the pressure is on as your scheduled weekly or monthly game session is looming and you know as a GM that you need to produce something for the players to do, go or see.

So what I’ve listed below are a few ideas that have helped me to find my way out of limbo and back onto the path of creation.

  • This is the one I use the most as often writers block is generated through a lack of knowledge of the setting or the situation, this in turn brings on a bit of anxiety or frustration which compounds the problem. My advice first up is to take a deep breath or two and stretch your fingers, particularly if you are typing as opposed to writing. Then look to describe the broader setting of the situation do not focus exactly on what the players will be confronted with instead look at the surroundings or a much broader landscape. This will let you fill in gaps as you gradually narrow your focus, for example instead of cutting right to trying to work on a tense exchange of magical items that the players are negotiating with local underworld figures, start to describe in your mind or note down why they are looking to exchange the magical items. Was it an earlier quest line, was it through the request of one of the players or maybe you read about the concept in a magazine and thought it may be a good encounter for your players to experience.  Then look to think about the setting, will it be in a warehouse, in a sewer lair or through a magical portal? When you’ve got that ask why is it located there and so on.  I’m sure by now you get the idea but take the focus back as far as you need to start asking some questions of the situation you eventually want to get to and then drill down.  You’ll find this will not only get you out of writers block but also a more in-depth encounter for your players to experience.
  • This next one I love. Find things that remind you of what you are wanting to write about, for example to me when Dwarves aren’t drinking ale or whiskey they are drinking hot teas as their environments tend to be cooler climate mountainous regions so whenever I’m needing to write about Dwarves there is always a hot cup of tea beside me to sip away at. If you’re really keen then different clans might prefer different flavours but that’s a personal choice to go with.
  • Roleplay.  This is almost a strange thing to say as this concept should really come naturally to us all, but get into the spirit of the situation.  So if all you know is that the players meet a character who wears a cowled cloak, then go grab a cowled cloak from the cupboard and put it on.  For those who do not own a cloak then a throw rug does the job just fine. This type of improvisation and character affiliation works wonders to get into the persona of the NPC that your players will interact with and in a few minutes of putting on a voice and wearing your cloak/rug your mind will start to unlock and your back into the rhythm.
  • Go with your flow and your feel. A number of times I know I should really be working on a particular part of my project and products but my heart isn’t into that section and when I try to force myself to do that part I come up struggling. In these cases I simply go with what I feel like doing not what I really have to be doing and that way I circumvent the block after half an hour or so my mind has warmed up to what I need to be focusing on and I change to do that.

I hope you guys find some of these techniques useful; they are all things that I use whenever I get stuck with that most dreaded of enemies, writers block.

dead like me

Death & Traps

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As a Dungeon Master (DM) I have a confession to make. I want to kill a player character at my table. Just one. Not the whole party. Just one, or maybe two and I don’t care which one. I just want to kill one. I have wanted to kill one since I started this 4th edition D&D game two years ago.

My D&D game has been my first real experience with any kind of role-playing game. Before I bought my first 4th Edition book I did a lot of reading about Dungeons & Dragons. Older versions of D&D and on the current version. One thing that did not become apparent to me until my party and I sat down and started playing D&D was how hard it is to threaten a player character with death. With all the healing surges and death saving throws a player has available to them the odds are in the favor of the player that he or she will not die. This fact has been the hardest for me to learn it seem.

I have been reading a lot lately about how other DMs handle this issue and there seems to be a wide array of acceptable answers out their.

(I owe a big thanks to Save VS. Death and the DM hot-line for my recent epiphany about the how to implement and handle death in an RPG game.)

Today however, I had an epiphany about this whole subject of death and I want to share it with all of you. Those of us who run RPG games, the DMs, the Game Masters (GM) out their, first and foremost we are ENTERTAINERS! That is our job. We are entertainers. We need to make sure that the quietest person at our table is having as much fun as the most outlandish and out spoken person at the table. If this is not happening then you’re doing it wrong!

I have realized that if I plan my next game to kill a player character, no one at the table is going to have a good time. It has to happen organically. Players have to make mistakes and you as a DM or GM have to be at the ready to take advantage of their mistakes.

So go about planning your next game like you normally would. Focus on making a great adventure and a great story. One that involves every player at your table. Personally, I have started added way more traps to my adventures. Deadly, painful, scary traps that take away lots of hit points. Lots of times my player characters avoid these traps. Other times they hit a trap head on and proceed the rest of the game with extreme caution. This is all ok. That is what your players are supposed to do. If your players by pass or avoid or just plan miss traps you have hidden, this is all a positive thing. That’s less planning for traps you have to do for your next game. Just take the unused traps and apply them to your next game.

Having learned how to make a deadlier game by using traps, my need to kill a player at my table has subsided quite a bit. This is because I know I am eventually going to kill one. I know it’s only one mistake away. Perhaps a trap is going to take away so many HP for a player to recover from. Perhaps the monster they battle next will be just a little to strong for one of them. However it happens, it will happen organically and it wont feel forced.

DinoPirates of Ninja Island

Free Stuff Friday: DinoPirates of Ninja Island

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It’s Friday and it’s time to give you some more free stuff!

This week’s Free Stuff is: DinoPirates of Ninja Island

Need a game? Need a free game? That what Free Shit Stuff Friday is all about! I got your back. Why not give DinoPirates of Ninja Island a shot?

On DinoPirates of Ninja Island website they wrote this stuff up: Ninjas, pirates, and dinosaurs. A fantasy Asia, filled with warring island nations. Samurai mounted on domesticated raptors. Bigger dinosaurs hunted by quasi-Polynesian tribesmen. Dueling factions of shadow warriors. Privateers and buccaneers battling the servants of the Imperial Navy. Fallen kingdoms deep in forgotten jungles. And we call it DINO-PIRATES OF NINJA ISLAND

So check out this free game today! Just don’t forget to thank them for the free stuff!

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