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Mazes and Perils, RPG Review


You and your adventuring comrades are in front of yet another locked door of the dungeon. Rags, the thief, is kneeling and carefully working his craft. Hastings, the mage, who so far has been clumsier than a drunken dwarf, is holding the lantern so Rags can see better while you and Strock watch. Strock is standing as still as possible, like yourself, so your armor doesn’t squeak. Time slips slowly by. You don’t hear anything from the darkness you left behind. Finally, Rags whispers, “Got it, but I think I heard something in there. Hastings, you’re burning my ear with that lantern. Move it before Kara has to waste a cure spell.”

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Mazes & Perilsby Vincent Florio and Brian Fitzpatrick is designed to recapture the feel of early Dungeon and Dragons (D&D). I was given a review copy of Mazes & Perils from Gallant Knight Games at Life, The Universe and Everything (LTUE website) 2018 writing conference.

Mazes & Perilsis built from the Open Gaming License and this 70 page rule book pares back to the core of what was started with a paperback book and odd shaped dice. It even makes tribute to the creative talent that helped build role playing games (RPGs) then.

In the mid-80s the book The Maze of Peril by John Eric Holmes was published. It is a short book that is only going to be appreciated by those who have played an RPG, and especially one of the early ones. Since it has been some time since then, I decided to find a work by Holmes to see how it compared to the game paying homage to him. I found and read In the Bag in Dragon #58 (February 1982).

Early adventures for D&D were focused on dungeon crawls and had a lot of open interpretation. It seemed like you didn’t have a good adventure unless you had a dungeon. The rules were not as expansive and options were wide open because it was up to the dungeon master to make many decisions that weren’t already canonized in some level of text.

Mazes & Perilssucceeds at bringing back some of the feel I got when I started playing D&D and was waiting for the books to be published (yes, I’m that old).

The Deluxe Edition has only four races and six classes. Like the early game, not every race can be every class, and races are limited to how high a character can advance. This same brevity and format of the “rules” that ignited us in the earlier editions (basic/expert/advanced) is carried out throughout the rest of the book.

If you remember the earlier games or would like to experience the feel of the earlier games, Mazes & Perils is a game you need to consider. In this one book there is enough to get a party started.

Mazes & Perilsis a Wild Games Production and distributed by Gallant Knight Games (website and Facebook).

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The shattered remains of the skeletons now scatter the room. As you bandage Rags damaged arm you wish you had another cure you could use, but the look in his searching eyes tells you he’ll be alright.
Strock is standing guard at the door watching you work and also the dark hallway. “I’m surprised you got that little filcher to hold still that long. You better let him start searching the room.”
Rags quickly climbs to his feet, “Don’t worry, Strock, we made an agreement that everything went into equal shares, and I have no desire trying to sneak past any of you after what we’ve been through together. Hey, Hastings, where’s that book I saw you pick up a moment ago?”

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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Incredibles 2, Movie Review


Incredibles 2 has received a broad range of reviews, which isn't surprising. There is a broad range of people seeing the movie and reviewers are part of the audience. I saw Incredibles 2 knowing this was a movie, like so many lately, with a strong base of love and hate. Both sides are correct with their analysis of the movie. It all comes down to what you are looking to get out of it.

I am sure there are going to be parts from here on out that some will see as spoilers.

The Downside

Incredibles 2 was close to a remake of the first movie, just with a role reversal. Supers are still outlawed. This time Elastagirl is recruited instead of Mr. Incredible. Things fall apart when Elastagirl is taken by the villain, Screenslaver. Mr. Incredible runs to her rescue, to then be rescued by the family. Sound familiar?

Along with the plot being predictable there are holes. If this was a book, I don't think it would have made it past the editor. There is a certain level of suspension of disbelief required in all fiction. Incredibles 2 seemed to break from its own level of suspension requiring a second level to make the story more exciting. Not so much as to make it work, but a feeling of, "It would look neat to do...."

The down side culminates in a weak story. With the time between the two movies, I would have hoped for a story that built from the last. Instead, I felt like I was getting a retelling.

The Upside

Incredibles 2 is fun movie to get lost in. Picking up with where the first movie ended brings you right back into the story with the memories of what had happened. It keeps with the same look of a "futuristic 60s" that was so prevalent in the movies created in the 50s and 60s. And, there also homage paid to the cartoons of the time.

The gender role reversal and the issues faced by the characters were reminiscent of the older movies and the time. I heard a complaint that new math wasn't around then, but it was because I remember going through it.

I think they hit their real target audience. Some of the rants against the movie I heard were from people who saw The Incredibles when it came out 14 years ago when they were younger kids. Now they are adults, not young adults, but adults. Here is a movie with a Super with the power to "throw up" burning bile. The children may not have caught onto his name when he presents himself and makes a joke about it, but they liked it when they saw him in action. That younger crowd is the audience this movie was truly aimed at, with enough woven in to satisfy many of the returning fans. This is very much in the style of the parent studio and the movies they have done for generations.

The audience I sat with enjoyed the movie. This was a mixed crowd of older and younger. Throughout the movie I heard younger members around me cheering and calling out. They were excited and were having fun. That fun spread, it’s hard not to have a good time when you hear children enjoying themselves.

Overall

Incredibles 2 is a summer family, fun movie that children are going to love. Just like the first one. The main level of humor is set for the younger ones, but there are also lines and setting that are just for the adults. Not because they are adult humor, but because they are more complex in the setting and delivery.

The main theme continues from the first Incredibles of the strength of the family. Family members go through problems. They pull together when needed and help each other individually and as a group. It also builds the concept that there is strength in the family.

I give Incredibles 3 ½ out of 5.

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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Tales from the Storm: Volume One by C.R.Langille, Book Review


Anthologies from a single author can be a great way of highlighting their work. C.R. Langille's collection, Tales from the Storm: Volume One succeeds at showcasing his ability to write horror. He has brought together seven of his short stories, ranging from his first published work to items published in 2017, in this self-published work. They're not in chronological order, instead they are in an order to take you on a journey through place and time.

I was given a copy of Tales from the Storm: Volume One from the author at the League of Utah Writers (website) Spring into Books 2018 event for review purposes.

Style

Each of the stories are complete and self-contained, but with enough left at the end to keep you wondering about what was still to come. These endings made me pause before continuing on to the next tale. This is the style of anthology I really enjoy; being able to read an entry and then set it aside for a bit to allow you time to ruminate.

The settings are different for each story. This made for a fun read. I was taken from early Mesoamerica, to the old west, into the present, and off to a post-apocalyptic future. The variety of locations provided a sampler of C.R. Langille’s creative ability. In these tales, there are touches of Lovecraft and Poe.

The stories came in different voices and point of views. The stories flowed through the narrative without being forced. Tales are told in both first and third person. Each was appropriate for the tale being told.

Tales from the Stormare stories for mature readers. The stories deal with allusions to the darker side of human nature. They are all fantastical in nature to set them far enough out of the everyday possibilities, but a parent may want to make sure the reading is suitable for their younger readers.

Overall

Tales from the Stormis a collection of horror shorts that will make you think.

I enjoy well written horror stories, and I enjoyed every one of the stories in this collection. I’m looking forward to volume two.

I give Tales from the Storm Volume One 5 out of 5.

Tales from the Storm is available on Amazon (link).

About the Author (From the Book)

C.R. Langille spent many a Saturday afternoon watching monster movies with his mother. It wasn't long before he started crafting nightmares to share with his readers. An avid hunter and amateur survivalist, C.R. Langille incorporates the Utah outdoors in many of his tales. He is an affiliated member of the Horror Writer's Association and received his MFA: Writing Popular Fiction from Seton Hall University.

Follow his exploits at www.crlangille.com.

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 [Redacted] Hack by Alan Bahr, Game Review


The coffee shop is a little busier than normal for a Thursday at 9 a.m.—a definite mixed blessing. Sitting by the window with your tablet set up to look like you are writing, you scan the rest of the customers with an expert’s eye. Your backup is stationed over by the wall. At the far end of the counter is a woman also carefully checking out the rest of the customers. You don’t recognize her, but she’s probably your contact’s backup. You still have a couple of minutes to go when Hensley of the C.I.A. walks in and up to the counter. It might be a strange coincidence. Doesn’t matter though, everything just took a turn for the worse.
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The [Redacted] Hackby Alan Bahr is an espionage minimalist role-playing game (RPG) using The Black Hack system. I was given a copy of The [Redacted] Hack by the author while at Life, The Universe and Everything (LTUE website) 2018 writing conference for review purposes.

In 17 pages The [Redacted] Hack rule book provides everything needed to start an espionage game. All you have to do is create a character and a scenario to delve into a world of intrigue.

Alan Bahr is able to strip the game system down to the basics. Minimalistic gaming is about giving the players and the game master (GM) the ability to shape the game into a story they want to create quickly and easily. The [Redacted] Hacksuccessfully does that. There is enough here to provide the scaffolding without weighing everything down with minutia.

There is one class of character, secret agent. How you decide to play your spy is open to the game you are creating. You build them based on the attributes rolls and the background special features you choose. This minimalistic system is great for players who don’t want to spend a lot of time working up a backstory and for times when you want to start a game quickly.

One strong advantage The [Redacted] Hack has is the ability to bring players into the adventure quickly. It states, “This game is much more lethal and unforgiving than the core iteration of The Black Hack it’s based upon.” This isn’t a bad thing, and can be used in a fun way.

I created a quick scenario to play in the system. The higher lethality was used as part of the story with the knowledge not everyone was going to make it through the adventure. Because the system allows for easy character creation, everyone had a backup secret agent who could be called in from another part of the city. It had a bit of call back to Operation: Sprechenhaltestelle from Top Secret (Wikipedia page).

The [Redacted] Hack worked great for the game and provided an evening of fun.

I give The [Redacted] Hack 5 out of 5. It accomplishes what it set out to do in a manner that makes it enjoyable to play.

The [Redacted] Hack by Alan Bahr is published by Gallant Knight Games (website and Facebook).

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You lean against the wall around the corner in the alley across from the coffee shop. Smoke is rising out of the broken front window you dove through. Funny how the tablet is still sitting on the table untouched. In your right hand you have the machine pistol you took off your backup after you ran out of bullets. In your left is the flash drive you came for. You knew there were others wanting the drive, just not that many. The bullet in your thigh hurts and the loss of blood is making you light headed. Doesn’t matter though, now you have to get back to the safe house.

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 Voyage of the Entdecker by B.A. Simmons, Book Review


Rob grew up on Engle Island. It was home, but it wasn’t enough to hold his interest. He learned about other islands from his teacher and wanted to travel like his mentor had. When the opportunity to acquire a boat presented itself, he made a daring step to talk to his parents about leaving the family farm, which starts an adventure for himself and five other young adults.

The Voyage of the Entdecker by B.A. Simmons is the first book in the Archipelago Series. The story takes place in our future on another world. I was given a copy of The Voyage of the Entdecker at the League of Utah Writers (website) Spring into Books 2018 Event for review purposes.

The Voyage of the Entdecker is nice blend of science fiction and fantasy. I was reminded of tales I read in my youth about colonized planets that had to adapt to a world that technology couldn’t conquer. Simmons weaves in words and phrases, which are now slightly off, showing the world of Archipelago once had ties to Earth. The ties are no longer and the lost technology isn’t understood, but used when possible. Since science fiction does include new creatures, The Voyage of the Entdecker could be considered purely a work in that genre. I’ve included it in both due to the regression of technology.

We are introduced to the world of Archipelago. The name by itself gives so much. A place of open seas and scattered islands. We learn the seas are dangerous because of the creatures calling it their home. There are kingdoms across many islands, but there are also independent places as well.

Rob, Mark (his brother), Tom and Pete (cousins), and Anna and Edwin (brother and sister from another family of Engle Island) set off together on a small sailing craft they name the Entdecker. It is from an ancient human language (German) they are told means explorer. Rob is looking for the adventure the new name of their boat is portending. His brother is going along as he promised his parents, to keep his younger brother safe. Their cousins are familiar with boats and are joining the early part of the journey to teach the others how to sail. Anna and Edwin are running away from their father and the goals he has for them.

The grand adventure begins across a sea that is full of monsters that have taken on names most of us can easily recognize even though, again, they are slightly altered. They find there are many things to be afraid of, most of which are other people, who believe in different things.

The Voyage of the Entdecker is a good young adult book. There are heroes and heroines working together to overcome the struggles they face as a group and within themselves. There is coming of age and rites of passage. And, there is hope the young adventures are able to move forward into the future to help themselves and the people they care about. The tale includes moral struggles and how to deal with them. But, none are at the level of being pushy or in your face. It all comes together in a story of adventure.

It is clear there is more story to be told even early on in the book. This is a world to explore with a past as deep as the ocean they are sailing across. The foreshadowing of the greater story starts early without overpowering the current tale being told. As this tale ended I found myself wondering about the next part of the journey and what would happen without the author having to tell me there was going to be more.

Overall

The Voyage of the Entdecker is a good read and a fun adventure tale.

It is appropriate for young adult or even a middle grader readers. The strongest sexual content is suggested nudity, with no description. The violence is told in general terms without specifics. There is no magic, just the lost understanding of some technology.

The Voyage of the Entdecker by B.A. Simmons (Facebook) is published by Glass Spider Publishing (website).

I give The Voyage of the Entdecker 4 out of 5.

The Voyage of the Entdecker is available on Amazon (link).

B. A. Simmons
About the Author (From the Book)

B.A. Simmons grew up roaming the mountains of the western United States. He still finds time to explore the outdoors, mainly by running the trails. He started writing when only 11 years old and hasn’t stopped since. His love of science fiction is only rivaled by his love of history... or perhaps food.

He attended Utah State University from which he graduated with a degree in English Education in 2011.

He teaches junior high school English and social studies. He is a self-described sesquipedalian ludditish renaissance man.

He currently resides in Ogden, Utah with his amazing wife and kids, two dogs, a cat, and myriad imaginary worlds.

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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Rival Realms, Game Review


The fog lifts and you gaze out over a field in the lands of Fantastiqa. The other magician you were working with is nowhere in sight. You know they are here and a race has begun. There is much to see and great treasures to find, but your time is short and the land is tricky. You lower your sights to what is closer around you and see a flash of brilliant green when the sunlight glints off an emerald. You pick it up, knowing it will be handy later. Again, you scan the land as it seems to materialize around you. Yes, your time here is short and you need to plan how you’re going to explore this land before it runs out.

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Rival Realms is a wonderful puzzle game for two people set in the world of Fantastiqa, created by Alf Seegert. I was given a copy of Rival Realms by the publisher, Eagle Gryphon Games (website) at SaltCon 2018 (website) for review purposes.

Fans of Fantastiqa, also created by Alf Seegert, will enjoy Rival Realms. But, Fantastiqa is not required for playing Rival Realms. This is not an expansion, even though it has a similar look, setting, and style.

This is a standalone game designed for one or two people. I think it works better with two (I prefer playing games with others instead of by myself). Even though you are playing against the other player, your play is focused on what you’re doing, not on how to block or disrupt your opponent’s play.

Game Design

Rival Realms pits two players against each other to create and solve a puzzle. The players start out with a mirror reflection of the mountains and valleys separating three kingdoms. Players then place region cards to create a puzzle map they solve by exploring through the areas on their side of the table.

This two level puzzle, creating and solving, makes for a great thinking game. The placement of regions has a strategic level because you have to have the right cards to explore them. As you build a path for yourself to explore the realm, there are limitations of what you can do, and items that can help you explore more. A balance is needed to be effective between the placing of the region cards and exploring them.

Rival Realms is easy to set up and play. We quickly understood how the game played. The first game lasted the 20–30 minutes it is designed for.

Rival Realms is a light-hearted competition as there are only limited ways you can disrupt the other player. The limited level of conflict makes Rival Realms a good game for many siblings.

Rival Realms is a good game to have on hand as a cabin game and a possible filler game. The box is just a little larger than the size of two packs of standard playing cards, making it easily transportable. The only problem as a filler game is when you have more than two people waiting.

Overall

I, and the others who played, enjoyed Rival Realms. The creation and exploring of the map was a nice application of the mechanic without having direct competition with the other player (you create a puzzle for your opponent to solve).

The artwork is some wonderful work from the Bridgeman Art Library which adds to the feel of the story being created.

Rival Realms, by Alf Seegert and published by Eagle Gryphon Games, is designed for 1 or 2 players ages 10+, and to last 20–30 minutes.

Rival Realms is available on Amazon (link).

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You’ve explored a lot of the land. The experience lifted your soul and you know this enchanted land holds many more secrets. As you step out on the edge of a high plateau to look at the path you want to take to continue your adventure, a fog rises around you. It was the fog that transported you to Fantastiqa. Time is up. You know your rival has completed their adventuring and you are going home. But now you know the card trick that brought the two of you here and you will be back.

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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Dr. Stuart’s Heart by Johnny Worthen, Book Review


I’ll start off by saying I usually don’t review standalone short stories. This is an exception because Dr. Stuart’s Heart by Johnny Worthen builds on a story presented in a novel I reviewed, Beatrysel (review).

Dr. Stuart’s Heartprovides more backstory to a scene presented in Beatrysel. It wasn’t explained in the novel, nor did it need to be for the novel to work. However, this provides interesting information for those who enjoyed the book.

Dr. Stuart’s Heartnot only provides backstory to the larger story, but is a wonderful little horror tale on its own. You don’t need to have read Beatrysel to get what is happening here. You also don’t need to read Dr. Stuart’s Heart to plug a hole in the novel. It’s just some additional good dark fun.

Here is a tale of a professor with a broken heart who has been desperately working to reconnect with his lost love. He thinks he has found a way by helping a graduate student who has surpassed him in knowledge and ability of the occult.

If you’ve read Beatryselyou will enjoy Dr. Stuart’s Heart. This short piece is also a wonderful introduction into Johnny’s work (personal website).

I received a copy of Dr. Stuart’s Heart from the author for review purposes.

Dr. Stuart’s Heartis published by Omnium Gatherum (website).

Dr. Stuart's Heart is available on Amazon (link).

About the Author (from the book)

Johnny Worthen is a lifetime student of the occult and supernatural. Raised in a secluded suburb of Salt Lake City, he gravitated to the more obscure paths of spiritual knowledge. He is a Freemason, twice Past Master of his Lodge, youngest ever at the time.

Johnny received a Bachelor’s Degree in English with a Classics minor before earning a Master’s Degree in American Studies from the University of Utah. He lived in Oregon until the rain drove him back to the dry high deserts of Utah. He married his junior-prom date and together they have two sons.

After many varied and interesting careers, Johnny writes full time now.

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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A Single Moment by Tobie Abad, Role-Playing Game Review


The sun is sinking toward the horizon as too many men are being carried away from the field of battle. The spilt blood is the only thing able to quench the thirst of lost trust, lost friendship. He, who you once called friend and he called you brother, now stands a mere twenty paces away with his hand resting on the hilt of his katana. The memories of the years shared since childhood flood back. A story that twists two innocent friends into bitter enemies facing each other for the final time.

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A Single Moment by Tobie Abad is an amazing, well-crafted two person role-playing game (RPG). I received a review copy of A Single Momentwhile attending Life the Universe and Everything (LTUE) (website) from the U.S. distributor Gallant Knight Games (website).

Setting

The game begins at the opening of the climactic scene near the end, and develops as players tell their combined story through a series of flashbacks. This storytelling concept is used in books and movies and Abad has designed an RPG effectively utilizing this style in a rewarding fashion for the players.

The game book for A Single Moment focuses on samurai as an example. This is a great example since many honor-bound stories are told in this fashion. But the setting isn’t limited to feudal Japan.

The concept is for any setting having two characters facing off at the end of the story. This doesn’t have to be a death match, just the climactic scene where all of the flashbacks come together to complete the characters’ story. The two players create the shared story from beginning to end with guidance provided by the mechanics of the game as they develop the separate chapters.

Mechanics

In A Single Momentthe story has an overarching theme decided on when the characters are introduced. The theme is the underlying framework for each chapter as the story unfolds. Each chapter also has a focus for that portion of the story.

The players take turns being the lead storyteller through the creation of the tale. Being the lead allows the player to create a portion of the story that remains for the rest of the shared experience. Once a part of the story is introduced, it isn’t removed. It is built upon and provides greater definition, but the story presented is the truth as the player/character knows it to be.

Different rewards are earned as the chapter stories are told. Both players earn edges, hatred, and scars based on the outcome of each chapter. The chapter awards are accumulated for the final scene that started the game. The number of chapters is decided by the players. This allows for short stories or longer tales. There are even suggestions on how to create an epic saga.

Variations

The book suggests additional variations: western, knights, pulp fiction, space opera, and rom com. The concept presented is any story that ends with the two players facing off for one reason or another as the climax of the story.

I believe this can also be expanded to add a third player. The classic spaghetti western The Good, The Bad, and The Ugly is a wonderful example of how this can work. This would definitely add more time and complexity to the game. One consideration during a three person variation would be to have a series of chapters pitting two characters against each other instead of all three. You would need to make sure each character sat out the same number of chapters to ensure balance for everyone at the end.

Overall

A Single Moment is a great addition to an RPG library a number of reasons. It is designed for two players. The game doesn’t require a game master creating an adventure for the other player, since they develop the story as they play. It can be played in a single session or multiple ones. The mechanics are easy to learn. The variant settings allow for broad appeal.

A Single Moment is written by Tobie Abad and produced by Tag Sessions.

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Lifeblood is seeping from a wound you know will not, can not heal from. The shadows of the setting sun spread across the field in front of you. Your sword stands tall with the tassel from the hilt still swaying. It’s now sheathed in the flesh of your lost friend. The blood cost was greater than it should’ve been.

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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