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2017, Looking Back and Looking Forward

2017 marks my 6th year end article for Guild Master Gaming. The journey so far has been an adventure with all the plot twists you come to expect.

Before going deeply into what I think is a message of the journey, I would like to say thank you for reading my work. Because of the fans of Guild Master Gaming, and therefore me, this endeavor continues. Now for some of the touchy feely stuff I've had as I look back over the year and further.

Guild Master Gaming started out to be a place to support tabletop gaming. My ideas were there of what I wanted to do, even when my writing wasn't as good. I look back on those early articles and they bring me both sad and happy feeling. My writing wasn't just bad some of it sucks. People told me they liked the concept, but the writing was sometimes painful to read. With that urging I took a closer look at what I was doing and decided to change what I was doing, but not the focus of what I wanted.

I decided instead of posting up thrown together "posts" that said a little, or just rambled about a topic, I would write articles. I also decided I would put at least the same level of importance on what I was writing here as I do in my day job, which includes technical writing. That change has made a difference in the acceptance of Guild Master Gaming on many distinct levels.

For those readers who know me locally you get the opportunity of seeing game reviews in Utah Geek Magazine. (Articles have also been published on Stuffer Shack, and links from many other sites.) It has been a pleasure to meet local people at the conventions. Not just in building my ego (it does), but because I think the gaming and geek community is a great community. Here, in Salt Lake City, and along the Wasatch front I have been a part of the community for over 40 years. It is a fitting example of the larger community of gamers and geeks spread across the world, some I haven't gotten to know because of Guild Master Gaming.

From what I can tell, Guild Master Gaming has regular readers from all over the world. I knew I had friends locally who would support me. Now I know I have friends from just about every corner of the world. I'm humbled by this. There are people reading my articles who are better gamers than I am, those who are better writers, and those who are larger in the community we are all a part of. I've been told I have provided points of creativity spurring games forward. Along with points that have guided less important ways. I've also been told my thoughts were total bullshit. I am grateful for all of these because not only do they give me inspiration of what to write about, they let me know I will always have room to improve.

This past year I broadened my articles on Guild Master Gaming to include other areas of interest. Along with writing about tabletop gaming I have done more about books, movies, and other areas generally considered in the areas of being a geek. I did this with some trepidation. Again, I thank you for the support of where Guild Master Gaming has been going. You have given the book and movie reviews a great reception. Because of the reception they have received, I have been given additional opportunity of providing more.

When I started in 2012 my goal of posting was to get something up. That weak-ass goal provided the beginning, but only a few good articles. As time progressed it changed to publishing articles instead of just posting something. Then I started working on keeping a regular schedule of making articles available. During some of the times of the year this has been difficult, but the rewards of meeting new people, in person and electronically, has made the challenge worth it.

Looking Forward

First, I want to express my appreciation for the support I have received. Around the world people are reading, sharing, and using my articles. I have had comments left on social media pages along with emails sent to me directly. It is a good feeling to know in some minor way I'm making a difference. Even though I think it is wonderful getting the support of readers, most important to me (and indirectly to everyone reading my articles) is the support my wife has given me. It takes time to create, if it is in a game, a movie, or writing. She gives me the time to do this. This is amazing to me because she is not a gamer, nor is she a part of the geek community the way I am.

I ask for your guidance in moving forward into the future of Guild Master Gaming. I enjoy knowing what people want to see and read about. Recently, I have had requests for more character writeups for role-playing games. The focus has been for the orc city, Hork, and I received an email asking about characters for other games systems. If there are other areas you would like discussed, or would like support material for, please let me know.

Next, I plan on keeping the broader view of Guild Master Gaming. This means as I come across interesting topics, you'll get an article about it. I already have books and games in the lineup for review. Along with the articles here, I am working on projects that are beyond Guild Master Gaming. I am hoping this year will see more gaming material and stories being published by others.

Our cat also likes to game
Years ago, I made a comment of putting together support material based on pirates for role-playing. It ran into problems. Some of those issues have been resolved and the pirate project has moved back up the list. I'm also working on stories with a good chance of being published. As these, and any other projects, come to fruition, I'll readily blow my own horn and let you know what is happening.

During 2018 I'll be attending conventions and events and would like to meet with you and hear your comments in person. I know I will be at Life, the Universe and Everything (LTUE), SaltCon, Salt Lake Gaming Con, Salt Lake Comic Convention, FilmQuest, and Quill Conference. There are other events I hope to attend.

Again, thank you.

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

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




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The Dark City Hork, Simp an Orc Wizard

By Michael O. Varhola on d-Infinity
Simp is not a native to the city of Hork, and has survived because he accepted membership into one of the merchant guilds. By orc standards he is a scrawny orc with basically no muscle build. What has allowed Simp to survive is his ability to cast magic spells.

Becoming a wizard was a struggle for Simp. He's smarter than the average orc, but orcs are not known for their intellectual wit. Also, his path of becoming a wizard were not a normal route.

Before coming to Hork, Simp was part of a tribe living in the mountains. He wasn't truly considered and outcast, but because of his smaller stature he was the target of abuse by most of the orcs he lived with. He took to keeping to the outskirts of the tribe and stealing his food, which wasn't a skill he was good at. Basically, he lived because tribal members hadn't taken the time to kill him.

One time when Simp was scavenging for food he came across a book, a spell book. He didn't know how to read it, but he thought it could lead him to something greater than what he was. Of course, he understood anything would be considered greater than what he was.

He taught himself to read some of the book because of the included drawings. He knew he needed help approached some of the other orcs of the tribe he thought could, and might, help him. Alas, his reputation with the tribe was too great to overcome and the ridicule of what Simp wanted to do, along with the physical attacks made against him, drove him away from his tribe. That is when he decided to go to the orc city and live, or die, there.

Simp almost died when he first arrived in the city. He had no connections and no one to fight with, or for, him. He moved to the outer edges of the city near the territory of one of the smaller tribes. He met three other orcs living in the area who were not members of a tribe and they created a gang. There was little trust between them, but there was necessity. For a short time they had protection until they met a traveler who was making his way to the city.

From the nearby tunnels where the gang lived came a drow headed for the city. It was clear the drow didn't want to be found entering Hork when he unleashed magic to kill two of the gang. The third ran off. And, Simp dropped to his knees and pledged himself to the drow for training of the art of magic.

Simp begged the drow for training, not his life. Astherfen agreed to the orcs request and told him it was because he never asked for his life to be spared.

With Astherfen's guidance Simp has become capable of learning and controlling magic. When he was able to demonstrate this capability, he was able to join a merchant guild. The benefits of being a member of the merchant guild allowed him to move from the outskirts of the city into small apartment of rooms a level above The Market. Simp's guild activity is protecting and supporting the merchants with his magical talent.

Simp continues to work hard at his magic and is still "apprenticed" to Astherfen, who lives in one of the rooms of the apartment. He knows his master works more on his own affairs than teaching him magic. But, Simp is learning other talents not directly associated with casting spells.

Simp has learned from Astherfen that helping some of the downtrodden, like Simp was, creates a different level of loyalty that has paid off well to Simp in the information he learns. Another thing he's learned how to insinuate your strength is more than you have shown, but not to show your full strength until it is needed. Simp has used this element of surprise to overcome situations when working. It has also left him a little scared as to what Astherfen can do.

Simp's life is now different than when he was younger. He's considered an asset to the merchant guild. He believes he can continue to progress in his magical studies, but, even now the more complex spells are hard to understand and learn. He also knows Astherfen has done some activities and given Simp the credit, which make the orc appear stronger than what he really is.

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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Flora, Movie Review

Florais an enticing film out of Canada pitting a group of college students against the wilds of western Canada in the spring of 1929. What makes this movie so enticing is the twist we are given in the theme of man versus nature. This is not your slasher thriller of the students running away from an enraged animal—they must make their way out of a forest that developed a mutation that kills all animal life.

Florawas presented at the 2017 FilmQuest Film Festival. I wasn’t able to see the film at the screening, but was able to view it a few months later.

Setting

Being set at the end of the golden age of exploration allows this movie to develop in ways a modern, or futuristic setting would not allow. An isolated camp in the deep woods away from anything that would be considered civilized. The maps are not even complete, one section is marked unexplored territory. There is no emergency number they can call. The five people are on their own.

The look provided for the time setting is well done and ties in the score (more on that later) with the use of a Victrola wind up record player. There are some minor points I found could have been left out to remind us the when the movie is set without hurting the story. But, the minor distractions don’t take enough away from Florato seriously hurt the enjoyment of the look we are given to meet the setting

Plot

As mentioned, we are themed with man versus nature. This isn’t the brutality of death. Even the characters recognize this is a place of life not death, the life just happens to be only plants.

The writer /director, Sasha Louis Vukovic also gives are heroes a time bomb they have to deal with, they are short on food and they are not expecting any contact for weeks. Everything around them has the mutation and they are left to their knowledge to figure out how to get out of the “death zone” they are in.

Writing

Vukovik debuts with Flora, giving us a wonderful presentation. I look forward to seeing how he develops with later stories.

This is where I felt one of the shortcoming of the film held it back from knocking it out of the park. I felt there was more backstory that could have been shared. I’m not talking about having characters get up and monologue, I was looking for more tidbits of what each of the characters had gone through to get them where they are. There are a couple of points about the limitations of what the two women were going through. And, there were hints that they have varied backgrounds. However, the characters could have had much more depth with a few well-placed comments.

There is some great foreshadowing throughout the movie. I don’t want to tell you what it is because I enjoy seeing how those mechanics unfold in a story, not being told to look for specifics. Just be aware that the writing is complex and enjoyable. I will say that even the opening scene with Morse code being used sets for future events.

Acting

Characters fit the period. Along with looking the parts each character fit the time with their language and the performances by the actors pulled in many of the historical and stereotypical beliefs of the time. We are presented with a group of young adults at the end of the roaring 20s. We are given the culture clash of what they know and what they believe. There are the great adventures they know about and they see themselves embarking on the same grand plan.

Music and Sound

The music hits a home run in Flora. From the use of the Victrola early on to present the time to the end of the movie, music moves the story forward. Nathan Prillaman does a great job.

The placement of changes in musical style and instrument selection provide a backdrop of sound that is craftily used in Flora. Early in the movie the music is light and shows the feeling of grand adventure, the golden age has been delivered to the waiting hands of those who are ready to grab ahold of the world and shake it. As the movie progresses the music carries the theme. Slipping into more “darker” and rudimentary rhythms to drag along the audience as the world shakes back.

There is another part of the soundtrack that impressed me. The forest is alive without animals and the editing of sound and visual is done to ensure those background sounds and sights are eerily absent.

Overall

Florais a thoughtful thriller twisting an old theme. The horror is in the mind of dealing with a situation that cannot be defeated. We are placed in the forest where it is not about overcoming or conquering, but escaping to survive. To only survive. Some scenes are a little long and some are not needed. The story is solid and leaves you wondering if you might have the stamina to make it.

Florahas been on the festival circuit.

I give Flora3 ½ out of 5.

Additional Information

2017 Canada

Writer and Director: Sasha Louis Vukovic

Stars: Teresa Marie Doran, Sari Mercer, Miles G. Jackson, Dan Lin, Caleb Noel,

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

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

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The Bridges We Burn, RPG Campaign Review

The Bridges We Burn is a campaign set in Numenera using the cypher system. It’s a licensed product from Monte Cook Games, but is a self-published work by Janek Sielicki (Facebook link). I was given a PDF copy for review.

The Bridges We Burn is 100 pages with almost 80 pages of information a game master (GM) can use to create a series of adventures covering a lot of game time. The author estimates 25–30 hours. With a little planning, a GM can specialize the encounters, and adventures, to fit the style of play suitable for their players, which could adjust time both lesser and greater. It also has enough information to allow for more after you complete this setting. It also is not an entry level adventure.

The setting builds off material presented in the Numenera Core Rule Book and the adventure The Devil’s Spine. The Devil’s Spine is not required to run this campaign. But, you might want to consider it, or another adventure, because this is based for tier 3 characters. You will want to have the Core Rule Book and there is also information drawn from the Ninth World Bestiary and the Technology Compendium.  Neither of these are absolute needs and information is presented to allow using core material.

The book is information for the GM to run the adventures. I’m not going to go into details about the encounters presented because I don’t want to give any spoilers or information that would spoil the fun of playing through the adventure.

Storyline

The Bridges We Burn is a title dealing with the consequences of the choices made during the adventures presented. It is not a literal statement of burning bridges, unless a GM wants to add that for dramatic affect.

Most of the events take place in and around the city of Uxphon. This gives leeway to work on the location and make it your own. The adventures here will allow a GM and the party to personalize the setting depending on how they participate and create the story being told—and the consequences for their actions.

The main story is broken into 5 chapters, or major events. This doesn’t mean an event is a single encounter, rather a series of encounters based around a major event used to move the overarching story forward. The events can be ran with different levels of depth.

GMs can personalize the depth of each chapter to create adventures fitting the style of play most enjoyed by their group. Through the entire campaign there are opportunities to use a variety of skills along with fighting. There are also locations that can be expanded to fit settings groups are more interested in playing in.

If you have a group that prefers playing dungeon crawls, court interaction, cross country adventures, and fighting in the streets, there are places where these can be expanded out to meet the level of desire of the players for each. On the flip side, this means if your party is tired of any particular setting, you can scale it back. You are not locked into having to run adventures that in lockstep through a series of encounters to meet a final goal.

The Bridges We Burn is a good solid meaty skeleton of an outline which allows the GM to dress up the encounters, adventures, city, and world to one suiting them and their group.

Artwork

Art in The Bridges We Burn is done by Filip Gutowski. It adds a wonderful touch to get a feel for some of the events and setting. The artwork has a little bit of a comic book feel, which for me was perfect for an RPG setting. I have seen other work of Mr. Gutowski and this is another good showing.

There is not a lot of Gutowski’s art in the book. Keeping artwork down does mean cost of production is lower. And to compensate the artwork is also highlighted on nine pages near the end of the book. An added benefit of having the art situated this way is it provides pages that can be presented to the gaming group without worry of exposing text of the adventure.

Overall

The Bridges We Burn is a solid work presenting a solid storyline. Each chapter is clear on what needs to be taken away from the event. It allows opportunities for players to get involved at levels they desire and deal with the backlash or rewards from their actions. This gives the ability to play the adventure with different styles of adventuring parties.

I like this style of presentation because it’s what I have done with my gaming group in the campaigns I’ve run over the years. However, I also know that if you have a group, or a player, not used to having to deal with consequences they can’t walk away from, there might be some backlash from them (I’ve had that).

I would not recommend The Bridges We Burn for a novice GM. This isn’t a detailed room by room adventure. It is a good story needing preparation to run by the GM. There is also a level of follow-up as the adventures unfold to keep continuity based on what the players did earlier. This doesn’t mean someone wouldn’t be able to do it if this was their first go at running a game, it means I would work with a new GM to cut their teeth on something that gives them more absolutes to learn how to run a party of adventurers.

I would recommend this for a group running a game based in Numenera. Sielicki has a great feel for the setting. It is clear he has submersed themselves in the world and the system to provide a story that will provide fun at the level expected of 25–30 hours. But, there are adventure seeds embedded in the story that would allow this campaign to continue, easily continue. A GM could start here and with the outcome from character activities would be able to continue the game for a long time.

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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Shadowed Souls edited by Jim Butcher and Kerrie L. Hughes, Book Review

I picked up the anthology Shadowed Souls because it has a short story for the Dresden Files. I read it through because of the other authors included. I enjoyed it because of the stories they wrote.

Fans of modern day urban fantasy have probably read at least one of or series represented by a short story in this book. If not a series, at least a book from one of the authors. Eleven authors are included, covering stories that fit into their particular series universe, or as a new setting.

You haven’t needed to read the authors previous works to enjoy these stories.

Jim Butcher—Cold Case

Here is a story set in the world created for Harry Dresden. What makes this story pop is we get a different point of view, a chance to delve into one of the secondary characters of the main books. Most fans I have talked to have wanted more about other characters. Even though they are secondary characters they have depth. Here is your chance to find out a little more about Molly Carpenter. Cold Caseexplores a tangent from events in the Dresden books. It also does a nice piece of backstory to give more depth for his universe by getting a different perspective.

Seanan McGuire—Sleepover

This is a great story of just wanting to get along. Here we find how those we consider monsters are in many ways just like us. They have their own desires and fears. They have families they want to take care of. And, they want friends, and love. The theme is carried on multiple levels.

Tanya Huff—If Wishes Were

Tanya Huff explores a theme we have been seeing a lot of lately, a “monstrous” private investigator. But don’t expect the same thing you have been reading. Here we have a heroine which allows an exploration into the genre from a different angle. Vicki was a cop now P.I. looking into the events of the Canadian city where she lives. Working on cases nobody else would be able to handle.

Anton Strout—Solus

Anton Strout writes the urban fantasy detective series of Simon Canderous. Here is a story of Simon. I haven’t read the novels, so I cannot tell exactly where this one fits in. Simon is new to the Department of Extraordinary Affairs and working on investigating a ghost. I can say the story intrigued me enough to put the series on my reading list.

Kat Richardson—Peacock in Hell

A commando style story where the hero needs to get in and make the rescue. Peacock has the ability to do it, even when the mission sends her to hell, literally. We pick up the story as she and her target are making their way out. And, we continue until we see proper justice is served.

Keven J. Anderson—Eye of Newt

Dan Shamble, Zombie P.I. is on the case of finding the missing property of Geck, the newt. For those not familiar with the series, this is a great introduction of what to expect. You get a feel of what the people, place and events are like for this private investigator and the people(?) he works with and for.

Lucy A. Snyder—What Dwells Within

The battle with demons and devils has been going on for a very long time. Jessie has been involved and is a little on the fringe lately. But, even with that she has to be true to herself and follows her instincts. This is another story that in some ways sounds familiar in the setting, an individual involved with a bigger group protecting the world. Just like others in this work, it is a great change in perspective through a different lead character and how she deals with it.

Jim C. Hines—Hunter, Healer

Here we have a story I don’t think is tied to a series, but it could be expanded into a universe all its own. We have seen a lot of stories of those who are out to hunt and destroy those who are entering our world, or have been sharing it with us. But, what about those who are looking to heal—to heal all who are hurt?

Erik Scott de Bie—Baggage

Maybe Erik Scott de Bie is better known for his fantasy work, but here is an addition to his Justice/Vengeance collection of work. Vivienne Cain is dealing with demons, those of the otherworld and her own.

Kristine Kathryn Rusch—Sales. Force.

There are those who investigate, and those who act on what the investigators find. Kaylee is the latter. Right now though she is struggling after the loss of the man she loved, and who loved her. There is a way to move on, but it might mean changing careers.

Rob Thurman—Impossible Monsters

When a monster knowns he is a monster and embraces it for the good of others do you have a moral dilemma of your actions? There are a lot of monstrous people in the human race, some might even be a little inhabited by a darker soul. Cal is half monster, and he knows it, he grew up with it. Now, he uses what he knowns to take on the other monsters he finds. This is another one I am not sure if it fits into a series the author is writing. And, again, I now have Rob Thurman on my reading list.

Overall

I enjoyed the collection of stories. In an anthology drawing on established series, the ones people enjoy most will be those they already have some ties with. But, even then, this collection is worth reading and not just picking the fruit you recognize.

Another aspect of a wonderful collection like this is the introduction to the worlds created that we have not yet explored. I know my reading list has been increased. If you pick up Shadowed Souls for a particular story and are willing to take the time to read the others, you'll also have more books on your reading list.

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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Cultural Backstory—Religious Considerations

Religion has always shaped how a society developed. Cultural beliefs vary greatly based on the religious beliefs the society holds dear; this can be seen in every major culture and society in our own world. And, when there are competing religions, or sects, there has been more conflict and unrest within the society. Religion has been used to define who we like and who we oppose. How these beliefs develop is an important part when developing a fictional society.

One of the first things to understand is what makes a religion. A simple reference to use is a set of beliefs that direct how a person lives their life. This definition includes every set of standards people use, including those who claim their beliefs are not religious in nature. This stance even goes as far as to include political views and any other philosophical point of view is a religion. This opens up a lot of areas for discussion and a number of people will point out these are different power structure and not religion. So, we need to look at another level of description to get to what is needed.

For many, religion is defined by the involvement of a supernatural being or power. This can mean there is a central deity, multiple deities, spirits, or the like. This moves it away from many of the aspects like nationalism, or personal philosophies involving a code of conduct. Those involved in the religion now have a model being to aspire to, to be like, or to follow that is greater than what is part of the world we live in. Followers are no longer following man, but God.

Another aspect many consider needed to be a religion is how it is organized. Some years ago I heard an interview with a rabbi, in paraphrasing his comments, he said religion is an attempt to share an individual's spiritual experience within a larger group. To do this there becomes an organization that is needed to take action to share.

With a system of beliefs and an organization to share we now have what most people would consider a religion.

For the purposes of developing your society, you need to determine what level you want, or how organized, is the religion or religions. The structure of the religion doesn't have to reflect the complexity of the society. A highly organized and seemingly complex religion can be part of a primitive society. This leads more to a priest caste that interprets the religion for the more common individuals. This can also be flipped around where a religion can be a very simple set of doctrine to be followed, which can be internalized within the individual without the required aid of a larger structure. However, even in these systems there is usually a portion of the teachings on how to share the beliefs, experience, with others so the religion can prosper.

The level of complexity can even vary greatly within a single religion. It can be argued the ancient Greeks had a single religion with multiple deities representing different sects of that religion. The same level of complexity of multiple viewpoints on how to worship a single deity can be true as we see in modern day religions.

Again, the simplicity of how a religion plays in a society has profound impacts. It doesn't have to be in large churches, but how the individuals of the community view their beliefs and choose to live by those standards.

This brings up the individual within the belief system you present in your society. There will be characters who are devout even when no one sees them and others who will rebel against the religion even when they know it is going to cause them trouble. There will be those who will protect the church they belong to without question, and those who are constantly working to make it better. But, one individual is going to have the largest amount of influence in your religious choice.

The deity's perception, real or not, will influence the religion and the lives of the practitioners. A deity that is involved in the activities of the followers will have more impact on how the people live their lives. If you're developing a society where the gods play a part in how events unfold, where clerics demonstrate power through spells granted, then you should consider the fact that people will be more likely to believe and follow some path of the religion. The more removed the deity is from what people see the more removed the religion becomes, and the more people will choose not to follow the belief system. It doesn't mean the religion is real or false, it means the people have levels of belief. Faith is a different factor.

The charismatic religious leader will also influence the following of a religion. People like to follow others. We see this all the time in places where there is a group moving in one direction, people follow with the assumption they are being led. I saw this in an experience of people who ended up following the employees of a business and ended up at an entrance they were stopped at. The other night my wife and I went to a new restaurant and followed another couple to the wrong doors. This has been the reason for cults along with periods where a specific religion has seen an increase in following. One community might have a more religious influence because of a charismatic individual leading their congregation.

After you determine the level of religiosity your community has, you should consider how the tenets influence activities and views. Even seemingly small aspects can reach areas further out. It can be as simple as saying a prayer of thanks after a hunt, or a gestured ritualistic response. Religion creates many taboos societies live by along with defining power structures.

All these aspects can be drawn from a developed system and implanted on the society you are working on. This is one reason that playing in a developed game world works so well. You can also use those developed systems as a template to create something new for your specific needs.

As a final point, when I originally wrote the first draft of this article I had a discussion with a couple of people who felt religion was not a necessary component of their game. I disagree. Religions have been a part of every society we have known.

I've read game systems and support books where religion was down played or actively removed from consideration. I could tell some of these attempts are done so the game doesn't offend someone. But, these setting are almost always feel flat. Gaming locations that ignore the complexity, impacts, and other influences religion brings with them doesn't reflect enough of what we understand from our reality.

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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Voodoo, Game Review

When playing Voodooyou cast curses to make people do things they usually wouldn’t do, like clicking like a chicken or howling like a werewolf. There is not much more fun to younger game players than getting people to do silly things.

Put that in a game where and add a competitive element of watching the other players to make sure the actions are done and you soon have a group of kids sitting around and laughing at what’s happening. This is especially true if they have their parents playing the game with them.

Voodoouses a dice pool to determine what resources you have available to buy cards or to cast curses. Buying cards leads to more opportunity to cast curses and protect yourself from the curses the other players are casting.

The rules are simple enough that younger players are able to learn it. The strategy at the beginning is straight forward on casting curses. But, the combination of curses and a complication added by the game makes it more difficult to remember everything you have to do. Every time a curse is cast it builds on the earlier ones. The target of the curse has to change so there is no piling up on one player. Even the game gets involved with the casting of curses. As players pass certain scoring points permanent curses are added into play. These curses apply different consequences, like fewer dice in your pool.

Voodooplays fast. When you play a curse you score the points for the complexity of the curse (1–3). If, more like when, a player interrupts a curse, and the player who cast it catches them, the caster gains another point or two. A game only goes until eleven points, so the games we played completed within the 30 minutes Voodoo is designed to last.

The permanent curses played by the game are a little different, they last the remainder of the game. Permanent curses occur every time a player hits, or passes, the score of 3, 6, and 9. When theses curses are interrupted, you pay the penalty, but the curse stays in play.

Voodoois a great game for younger players who don’t want to sit at the table to play a game. They are involved in doing something and watching others to make sure they are doing the actions when they have to. Get the right combination of curses going and you can be doing some aerobic exercise.

Playability for younger players went well, they were fine with having to do the same thing again. Older players were not doing as well with handling the curses.

Voodoowas designed by Francesco Giovo and Marco Valtriani. The illustrations are by Guido Favaro. It is published by Red Glove with the English Edition licensed to Mayday Games. The game is designed for 3–6 players of ages 8+, and to last 30 minutes.

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Murder on the Orient Express, Movie Review

Murder on the Orient Express was written in 1934 by Agatha Christie. In 1974 there was a movie, and a radio show in 1992. Later were television adaptations and even a computer game in 2006. Although this story may not have the richer film history of others it is an iconic tale of a puzzle mystery and is widely known for its unique plot. When dealing with such a well-known story, it's not the story we become so much involved with, but how the story is told. Even if you have not been directly involved with any of these earlier pieces, the iconic nature of this tale and characters has influenced many other works. So, excuse me if there seems to be some points that may be considered spoilers.

The movie Murder on the Orient Express’s screenplay was written by Michael Green and directed by Kenneth Branagh (who also plays Hercule Poirot) present a movie worth seeing. They both, along with the rest of the cast have experience in presenting their crafts.

This star-studded cast takes their characters and brings each of them to life on the screen. Each character has a lot of backstory needing to be brought out to make the mystery work, something difficult to do in a two-hour film.

Each character needs to be developed. They are developed. We are given how each person is connected to the victim and how they are connected to each other. If you don’t already know the story this can lead to a suspenseful setup. Mystery readers are used to being given the clues, sifting through them to determine which are the pertinent ones and those that are the misleading red herrings.

Our puzzle box mystery is confined to events and people on one railcar. All of the suspects are present and we just need our grand detective to sort through the clues to solve the case. As with any mystery of this type, we as the audience want to be able to solve the murder with Poirot. I give a lot of credit to those involved in the production for what is presented, but the movie falls short of being spectacular because of the requirements put onto a mystery of this type.

By allowing the development of the characters, the pacing of the movie is slower. This was still enjoyable, but felt longer because of the suspense is not there as we build to the climax of revealing who committed the murder.

There are other elements worth watching for. I enjoyed the imagery used in the Murder on the Orient Express. The use of glass throughout the movie provides a wonderful sense of continuity to the theme of the story. The different states of the glass and how it is used provide levels of depth, separation, fracturing, multiplicity, that build on the depth of the story.

Kenneth Branagh and Michael Green are already working on Death on the Nile as a follow-up for Murder on the Orient Express(which was hinted at the end of the movie).

Overall

Murder on the Orient Express is a good movie adaptation of the book. The style of story is where I feel it ends up lacking, very much in the same manner as other adaptations that require this level of complexity in the characters. There just isn’t enough time to present this much information in one sitting. If you want to get the full feeling of this tale, you need to read the book.

The movie is of average appeal with additional credit given for the how the characters are photographed and the imagery of glass.

I give Murder on the Orient Express 3 out of 5.

Also published with Utah Geek Magazine.

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Don't Touch My Dice

Across the folding table John tossed his d20, this was an important roll. It caught on his finger and went high into the air. The die came down, hit the edge of the Player's Handbook open in front of him, and shot across the table towards me. Reflexively I dropped my forearm along the edge of the table to keep it from continuing its runaway path across the room. It bounced back to the center of the table and end its path with an 18 on top.

"You touched my dice!"

"What? I just stopped it from going off the table."

"You touched my dice! I can't use them now. Well, at least, not for the rest of the night. And, that was the set I wanted to use." He turned and looked at our GM, "That roll doesn't count. He touched my dice."

RPGs are similar in many ways to other games of chance. You have a strategy you are using, but the element of luck comes knocking and the best laid plans run and hide. Later, a person with no thought about what is happening, and no plan, looks up with wide thoughtless eyes and wins the day with the random roll or lucky draw.

Players have superstitions. I don't think I have superstitions, but I'll bet people gaming with me can point out my quirks and odd behaviors. And, the more stressful the situation, the more our personal behaviors come out to play.

I have witnessed many actions players have used to influence their dice, and other aspects of a role-playing game (RPG). Because dice play such an important part in the outcome of events in RPGs, most of our superstitions are an attempt to control those generators of random frustrations.

Metal dice from Gravity Dice
The two I've seen the most are touching and staging.

People feel a connection with their dice. This personal connection builds over time and space, or depending on if they bought new dice, dwindles over time and space. In either case, the connection is an ethereal cord binding the player to each member of the set to pull them together for the game session.

Dice are bound with a ritualized selection process at purchase and when selecting a set at the table.

Binding the dice at time of purchase is a secretive matter starting before the player ever enters the game store. Systems are developed that must be handed down from master to apprentice. Therefore, to maintain the sanctity of dice purchasing I will say no more on that matter.

They pour their dice onto the table and carefully look over the results of their casting. Dice continue pouring out of the bag of holding and flow beyond their allotted space to clatter across the table to towards other players. Those that chose not to stay close have weakened bonds. They are immediately returned to the darkened dungeon of dice holding, along with the rest of their irreputable set.

Next the dice are organized. The sets are grouped and compared. One player owned over a dozen sets of dice and would add up the results of each one. The highest results got the honor of representing him during the gaming session. Another player I met looked only at the d20s. Ties were re-rolled until it was determined which set would bring the best luck for the evening. At times side bets would break out between other players (and characters) on which set would be in play for the evening. Once the selection was made, gold would be traded and the game could commence.

Another way of controlling the randomness of dice is how they are placed on the table. I gamed with a guy who always made sure when he set down a die, in with his waiting horde, that the highest the highest number was exposed. He explained this would get the dice used to sitting that way, so when they were rolled they would be more inclined to roll the number. Within our group this led into a lengthy discussion of the law of averages of random numbers. Which, in turn, led another person to setting all his dice to the number "1" when he was finished using them.

One of our current players mentioned how he, and his old gaming group, would buy a new set of dice for new characters when starting a campaign. Each of his characters from that time had an individual set of dice used only for that character. The binding was with the character instead of the player. I didn't dare ask what happened to the dice when a character died.

Those numerical abstractions are not the only aspect of gaming coming under the scrutiny of superstition—everything on the table is in the game.

Miniatures and the map are also bound as major tokens of luck

Character box from C&C Woodsmith (Facebook page)
I met a player who would go into near a full-on panic attack if someone moved his miniature on the game map (they were also this way when playing board games). They explained after one of these episodes that there are energies wrapped around the miniature (or token, or coin, etc.) representing the character, and him as a player. These energies would become more aligned as they are only handled by the one person. So, no one else was permitted to move his pieces. Not even a GM. If the GM moved it, his luck was ruined from that point forward because the only goal of a GM is to kill the characters.

Players also will only use a specific figure for their character. One woman couldn't play one night because she had left her figure at home. We were set to play one of several campaigns the group was involved in and she had brought the wrong figure. She wouldn't play the campaign she hadn't brought the figure for.

I know a GM who only allows painted figures to be used, even for his monsters. One of the players mentioned it was a nice addition, but not needed. The game stopped as we were given an impromptu lecture about how using unpainted figures was more than aesthetically pleasing.

At a convention, I met a player who bought all of his figures in twos. He painted them the same and kept one in front of him and one on the board. I mentioned it was great way for everyone else at the table to know which figure was his. He was shocked. He hadn't considered that. His reasoning was to create a connection between him and his figure on the table, which led to a greater connection to the character, which provided good luck for his character, and success during the adventure.

Beyond the figures, other elements are in play at the table.

I met another player, for superstitious reasons, who would not allow anyone use their mechanical pencil or eraser. They brought extras to every gaming session for others to use, but not the one they were using. He even bought them en masse. He would pick out the luckiest pencil and eraser (it was never divulged how he knew which ones were lucky) and set the rest out for use by the groping group.

Even having the right snacks on the sideboard can mean the difference between life and death of a character. I was invited to a game that was delayed because the wrong brand of snacks was brought and the person had to make a run to the store.

How we handle the turn of the worm called luck is important.

Not the shrine--pictures are not allowed.
Dice shaming is a recent application. Posting pictures of the offending dice so they will start to behave as desired. But, in many ways it is not new. When the luck has drained out of the dice people get rid of them, in one way or another. I have seen dice given to other players, thrown against a cement wall to shatter it, hammered into pieces, and melted. I was told how one player kept "losing" dice, figures, and any other item they thought contributed to the lack of luck they were facing.

Luck is a fickle friend. It comes and goes as it pleases. RPGers are willing to try just about anything to control the luck at the table. The ways will continue to change and reflect the players and the game. I for one am glad I haven't fallen into the trap of worrying about people touching my stuff on the table. But, please, when you're in my game room, don't get too close to the shrine in the corner.

Originally published on Stuffer Shack.

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