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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.

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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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.

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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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.

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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The Historian Tales (First Three Books) by Lance Conrad, Book Review

Lance Conrad
I met Lance Conrad at the 2017 Salt Lake Gaming Convention. A friend and I talked to him about his books and were intrigued about the idea of a series of books where the link between them was the narrator. Between the two of us we bought the first three books, which were available at the time of the series.

I read the books in order of publication: The Price of Creation, followed by The Price of Nobility, and ended with The Price of Loyalty. However, the order they are read doesn’t influence the stories. The only character who is present in all of the books is the narrator, the Historian. The Historian travels across time and place collecting stories. Each book is the retelling of one of the stories he has amasses over time.

The three books were set in fantasy. Two of the three had elements of magic while the other was based in a kingdom with a dethroned king. Each book is only about 230 pages. The length works well for the style the stories are told in.

Each story is told to impart a moral. The books start when the Historian comes across a situation where a story is developing and stays with it until the story runs its course. Once the story ends the Historian moves on to find another story. From the telling, and style of the writing used, each story is presenting a lesson for the reader. Lessons can be taken away from almost everything we read. And, in the Historian Tales, this intention is clear.

The Price of Creation

The Historian comes across a village where a child is born who is different. His family shelters him and helps him to develop his own talents. Eventually, the community drives the young man out. This leads him to find his meaning for life and how he can help the people he came from and those who have been their enemies for as long as they have known.
 
The Price of Nobility

The Historian enters a kingdom that appears to be doing well, but the kingdom is struggling with the succession from the founding king to his son. A small group who were loyal to the father, and the kingdom, have a plan to help the son become a better king. The plan takes a dangerous turn when the kingdom is overthrown by the barbarians the founding king fought. The new king now must retake his thrown.

The Price of Loyalty

The Historian enters a land where people become inflicted with magic. There is a lone sorcerer who discovered how to control the infliction, and his earlier intent of helping others has created horrible consequences. A small group must face a larger group of the wizard’s early students who are using their abilities to enslave the people of the land.

The reading is a lighter read for adults and can be easily read by young adults and middle school ages. Concepts are well developed so that when a scene is presented the Historian than gives the reader what it means or how the other character is reacting to the stimuli of the moment. This development of the reasoning compliments the style of being taught from a story.

The Price of Creation, followed by The Price of Nobility, and ended with The Price of Loyalty are good books for younger readers and to be shared with them. The point of view coming from the Historian as narrator allows the stories to be easily read aloud to an audience.

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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Macroscope, Game Review

It is a challenge understanding what you’re looking at when you can only see bits and pieces of the whole picture. You slowly unlock the clues to what you’re looking at. Timing is critical as others are racing along the same path to discovery. You’re using your skills, and improving your powers of deduction. Can you figure it out before another person can piece together the clues?

Macroscope is a game of such discovery and understanding. Players are competing to discover what picture is hidden in the Macroscope from the small sections that can be seen. Macroscope was designed by Martin Nedergaard Andersen for 2 to 6 players of ages 6+. He did a wonderful job of creating a game younger players are intrigued by.

A picture is hidden in the Macroscope and on your turn you are able to reveal portions of the picture by “opening” viewports. Then you have the choice of guessing what the picture is, or moving on to the next player. This continues until all of the locations are opened and no one guesses, or someone attempts to identify the hidden picture.

The game moves quickly. There are twelve ports on the Macroscope and each turn allows a person to remove one or two tokens covering the viewports. Removing a token port is a simple aspect of rolling a pair of dice and removing a token with the matching number to one of the dice. If no matching numbers remain, the player can remove any of the remaining tokens. This continues until a guess is made, or all of the tokens are removed.

Making a guess carries risk. When a player identifies the picture they receive scoring crystals equal to the number of still closed locations on the Macroscope. An incorrect guess means the player has to pay to the pool that number of scoring crystals. More than one person can guess at a time, but each guess must be different than any already called out—so there can only be one player receiving the scoring crystals and everyone else must give theirs up. That’s the end of a turn.

If all of the tokens are removed without a guess, the tokens are replaced randomly and the game moves on to the next hidden picture. When this happens the turn hasn’t ended, you’re just working on a new picture.

There are ten turns to a game and lasts about 30 minutes. The first time playing the game give yourself some extra time to punch out the pieces and build your Macroscope.

Your family will be able to come back to Macroscope and play again. There are 200 double sided pictures in the Macroscope, or 400 rounds of play. It is well designed to allow going through the deck one direction, then the other. I don’t think there would be many people who could remember what they saw in earlier games by the time they worked through the rest of the pictures.

Macroscope was designed by Martin Nedergaard Andersen, published by Lifestyle Games, and distributed by Mayday Games. It is made for 2–6 players of ages 6+, and to last 30 minutes.

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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Thor: Ragnarok, Movie Review

Thor: Ragnarok is the latest in the series of movies released from Marvel. In this movie the God of Thunder is front and center again as the storyline of the infinity stones is carried forward across the vast Marvel universe.

Over the past movies people have been giving up on the Marvel story being told because it was becoming weak in the telling. Thor: Ragnarok shifts back to a stronger storyline and tells the story in a fun, compelling manner.

Credit should be given on many levels to those involved in the production.

Directing

The feel of the movie has changed from some of the recent installments and part of that goes to bringing on Taiki Waititi as director. Waititi is probably best known for his mocumentary What We Do in the Shadows. He brings his comedic ability timing to the new Thor installment. This was an element that worked in the earlier movies which was lost.

From the open sequence of Thor: Ragnarok you know this movie is set differently with its comic element. Of course there was humor in the other Marvel movies, but in Ragnarok the comedy feels like it’s happening from a natural place without the forced setup that has become so popular in so many movies. I was grateful that there wasn’t the whole “we are going to tell you a joke,” then “here’s the joke,” followed by “did you get the joke?”

Comedy

Instead, the humor is allowed to play out from the characters. This adds to the flow of the scenes, instead of taking away from them. There are different levels of humor throughout, but none is ever particularly called out to the audience allowing everyone to enjoy it at their level.

Interactions between the actors were relaxed. It really looked like everyone was into the characters and having fun doing what they do so well. In some of the recent Marvel releases this feeling was missing. Yes, I know the topics were more involved with serious issues taking place, but they are still in the Marvel comic universe. And, when there is a tension between the actors it comes across as a more rigid performance. This movie was fluid.

The comic relief of the movie allows the storyline to continue without overpowering it. There are even times when you are expecting the joke because of earlier setup and it isn’t given. Which gave a greater effect because it didn’t break the tension, which we have seen in recent installments. For me some of the best lines came from the sideline characters just being allowed to be themselves.

Acting

Here we have Helmsworth, Hiddleston, and Goldblum playing off scenes that were improvisation. Their interaction is perfect. Unless I had saw the interview with Goldblum telling that they were playing off-the-cuff I wouldn’t have known it. From other work we have had a glimpse at Helmsworth’s and Hiddleston’s comic ability, In RagnarokWaititi sets up his actors (and not just this trio) with the ability to play in a universe where we all want to play around a bit.

Story

Thor: Ragnarok is still a super-hero action movie. It gets back in touch with so many of the elements earlier comic hero movies were for me, fun. There are still the fights and special effects. In Ragnarok it felt like the fight scenes were trimmed down. I didn’t time them, so I am not sure. But, I didn’t get to the point of saying, “Got it, can we move on now?”

The overarching story taking place through the series of movies is here. We learn in the very beginning Thor has made an effort to find the infinity stones. Thor meets Dr Strange, and we are introduced to just how much he has grown since our last meeting. We are given the timeline of events in subtle ways to let us know everything is still moving.

All of this is done with superb writing. There are a few points where we dip into backstory. And, when we do, it is not poured out on top of us, but given in tasty bites to build what is happening.

When new events are introduced we are given the depth of the characters without being pounded. Many of the points are introduced with an element of humor that is fitting to the character. Again, a situation that allows for the humor to flow unforced and without being slapped about.

Characters

I mentioned earlier how the actors seemed to have the fun interplay. This also applies to how the actors were portraying their parts. There was more depth to the characters. Our leads are back from earlier movies and they keep true to who they were. We also get more depth from them know, a greater understanding of their motivations.

It takes a great villain to make these movies work and we get one in Hela played by Cate Blanchett. The writing of the character gives us a backstory to why Hela is who she is and why she is doing what she is doing. Blanchett takes Hela to a level of villainy that shows how bad she is with intelligence. There is reason to have empathy and sympathy for this character. you might not want to be there with her at that level, but at the very least you have an understanding that she is doing what she considers to be the right thing to be doing.

Even the new characters have stronger feeling about them. We are given a lot more depth to the characters that aren’t even going to be carried forward in the story. Background action taking place in the scenes and the short lines delivered provide fuller characters who propel the story at a better pace. Even in the moments of narrative, the characterizations kept the action, suspense, plot, and intrigue moving.

Theme

I’ve been told you have to set the theme of a movie early on and carry it through to the end. Success. Where all of the other things keep the Thor: Ragnarok working on the level of entertainment. The themes in the movie are going to keep people talking about this one more than what I have heard in conversation about the recent movies of this storyline.

The writers (Eric Pearson, Craig Kyle, and Christopher Yost based on the comics created by Stan Lee, Larry Lieber, and Jack Kirby) make a promise at the beginning of the movie and they deliver the goods throughout—right to the end. (Speaking of which, there are two end scenes, one mid credits, and one at the end of the credits—after all this time I was shocked to see people leaving the theater when the credits started rolling).

Waititi took the writing and prepared, with the efforts of the rest involved, an enjoyable visual sensation.

Overall

This is one of the best, if not the best, Marvel movies. The settings bring a greater feel of the original works. The cinematography was grand. The directing worked with the talent of the actors to allow the individual influences to show through. Timing was superb.

It would help to have seen the earlier movies, but they are not required. This is a self-contained chapter.

I give Thor: Ragnarok4 ½ out of 5.

Also submitted to Utah Geek Magazine.

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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The Dark City Hork: The Order of Bahgtru

Orc King by Mananedo on Deviant Art
Many orcs are willing to do a lot for Hork, it is their home. It’s hard to tell at what level of importance these orcs place the city though. For many, their tribe or guild comes first, others place family or their gang of friends at the top of the list. The members of the Order of Bahgtru leave no question as to where their highest priority and loyalties lay. These orcs are defenders of the city.

Worshipers of Bahgtru aren’t always members of the order. Worshipers may be the loyal guardians for the tribal kings or others of importance. Some are the strength, or protection arm, of a guild. The church is willing to accept all those who are willing to worship and follow the ways of the loyal servant of Gruumsh. In the gathering of worshipers throughout the city the temple of Bahgtru is very much like the other temples of Hork. However, the church Baghtru also gives a special place to the members of the Order.

The Order of Baghtru has their own area for living and training. These halls are exclusive to the Order and only a few priests of the Temple of Bahgtru or high ranking city officials are allowed in. The area was given to the Order by the city because of the work they do for Hork.

Members of the Order of Bahgtru swear allegiance to the city. This oath goes beyond the protection of the tribal kings, or even the King of Kings. In fact the oath isn’t to protect anyone. The oath is given to the city—Hork—which for a member of the Order means they are protectors of the city from any force within or without.

The order was established in the years after the founding of the city, during a period of time many orcs never hear about. The city nearly destroyed itself when the victorious tribes started battling each other for control. The infighting took a toll on the overall number of warriors making the city vulnerable to outside forces. It was during this time the ranking priests of Gruumsh stepped forward and established the current governing system.

Along with the actions by the priests of Gruumsh, the priests of Bahgtru established the Order, under the guidance of Bahgtru and his teachings of loyalty. In the early years the order was small and was known for ruthlessness, something it’s still known for. They didn’t take sides in fights between the tribes, they were in the middle fighting both sides. Their goal, mission, was to establish a level of order the orcs could live with and would allow Hork to continue. This level of peacekeeping is still the mainstay of the Order.

From Slavador Trakal
During times of civil unrest, or if tribal or guild fighting begins to spread too far, it can be expected members of the Order will arrive to settle things down. When members of the Order arrive they see all involved as enemies of the city, there is still no taking sides. However, if the events are not deemed as being dangerous to the city, they are not interfered with. The Order leadership does not want to remove all disorder—it is known that a certain amount of change is needed to cull the weak and keep the city strong. Their focus is on keeping Hork strong.

Membership to the Order of Bahgtru is open to any orc. Petitioners are required to demonstrate competence in some set of abilities (for game terms this means the petitioner must be at least 3rd level in any player character class). Once they have demonstrated their ability they go through the rituals of devotion. These private events are not talked about. All that is known about them is they are designed to show, and reinforce, the novitiates loyalty to the city of Hork.

Being a member of the Order allows some benefits many orcs don’t have. They are given an elite status by most commoners, especially the non-associated. It’s known that members of the Order will not attack those who don’t show an affiliation, although they won’t defend them either. It is rare for an Order member to be attacked by a tribe or guild when it’s known the orc is a member. Being a member of the Order allows the same rights of retaliation tribes and guilds have. However, the rights of the guild or tribe to retaliate against the Order are almost always limited (not by law). Because the Order’s position as protectors, attacks against the Order usually result in retaliation by more than just the Order.

The second level of loyalty of the members of the Order of Baghtru are to other members. Even when walking alone in the halls members of the Order are usually not alone.

Recently, one member was singled out by a gang just off of the Main Market. It is believed the gang thought they were winning when the fighter went into a full defensive mode and allowed the gang to surround him. That lasted until the gang started dying as Order members, adept at sneak attacks, surrounded them.

Support is also given by member spell casters. It is rare to see a member of the Order of Baghtru hurt for more than a short period of time.

The Oder of Baghtru also train together, learn who members are and what they are capable of doing. This level of loyalty and knowledge of each other leads to help being given without question and without asking.

Orc Assassin by Benedickbana on Deviant Art
Some non-members have also found it advantageous to support the Order. This includes orcs and non-orcs. Their reasoning varies widely, but by supporting the Order they are protecting their new home and gain a certain level of support from others who are not aligned.

Members of the Order seldom leave the halls of Hork. They are devotees to the city and their oaths play heavy on them. The only time it’s been known that a member has left the city has been when they were sent on a mission for the city. Of course, there may also be clandestine mission of Order members.

To leave the Order is a serious undertaking. Any member who decides to leave is effectively telling the Order they are an enemy of the state. Even if this is not the case, it’s viewed by the Order as such. From that time forward there’s a standing death warrant for the individual.

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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Kingsman: The Golden Circle, movie Review

Kingsman: The Golden Circle is the expected follow-up to the original Kingsman: The Secret Service movie. Eggsy saved the world from Valentine in the original and he is back to save us all from the next mastermind criminal organization, The Golden Circle.

The story picks up back in England where Eggsy encounters an old nemesis from his training days in the first movie. And, the chase is on. We see the Kingsman organization is moving forward from the past events, but, as the trailers show, it doesn't last. Most of the organization is destroyed, leaving just Galahad and Merlin. With the executing their doomsday protocol they're led to meeting a sister organization in the United States, The Statesmen.

At the Statesman's facility they find Harry, Eggsy's mentor and the former Galahad, who had been rescued from the events at the church where, in the first movie, we were left to believe Harry was killed.

All that is easy enough to ascertain from the trailers of the new movie.

The action of the The Golden Circle follows in the same path as the first Kingsman and the comic (written by Mark Millar and Dave Gibbons and colored by Angus McKie) they are both based from. It is over the top with gadgets and character capabilities. That is part of the reason it is so much fun to watch. In fact, a person sitting near me, after the movie exclaimed, "I should be repelled, but it's just fun."

The action fits the plot with being over the top. The Golden Circle is written to take the ideas of the spy genre to the extreme. It really doesn't matter how strongly in the real world it is based, because you are given from the first movie that this is going for the action that is beyond reality. But, not quite to the level of super heroes. Instead, we have super spies.

People are going to read messages into The Golden Circle, just like in the first movie. Removing the spy agencies into independent organizations that are not accountable to a government is part of what makes the concept work. You can always find themes in entertainment, it is what we do as consumers of books, movies, music, etc. I entered into this thinking it would be a bloody good time.

If you were turned off by the controversial scene in the first Kingsman, you are probably going to be offended by this movie also. Just like so many other parts of the movie the director, Matthew Vaughn, uses the platform to have some fun, even if some consider it crude. The humor fits with the setting and the characters. Of course, these scenes also provide moral messages that can be taken away, if one is willing to look at it from that direction.

Throughout the movie it comes across that everyone is having a lot of fun in making this movie. Part of this shows in the number of people who are participating in the cast, even for small roles. There is interaction between the actors/characters that leaves me wondering how much of what is happening is being done by improvisation.

The role I heard most people talking about on leaving the theater was Elton John. Not seen in the trailers, Sir Elton John plays himself as he has been portrayed in his public stage life. The comic relief he presents is a wonderful addition to the rest of the film. His introduction into the film is a second way the story was tied into the original movie (the villain makes the statement that with how Valentine was kidnapping so many celebrities they couldn't pass up the opportunity).

Looking ahead it has already been mentioned that a third Kingman movie is going to happen. Just like with the Bond and Flint franchises, I am sure there are a number of super villainous individuals who are going to try to destroy humanity and the structure of society as we know it. There is also early work taking place of a spinoff to see what is happening with the Statesmen.

Overall

If you liked the first movie, Kingsman: The Secret Service, you are going to like Kingsman: The Golden Circle. They are similar in style and theme and adult based humor. This is roughly 2 ½ hour movie is a release from reality to allow the audience to participate in over-the-top spy thriller.

I give Kingman: The Secret Service 3 ½ out of 5.

Also submitted to Utah Geek Magazine.

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