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Showing posts with label table top games. Show all posts
Showing posts with label table top games. Show all posts

Kofre’s Curse, Game Review


Another tomb along the Nile been discovered. It is full of rewards for the hearty adventurer who is willing to take the risk. You and your comrades are just the ones who are willing. However, the risk of Kofre’s, said to have been a sorcerer, tomb holds a greater risk because he was possessed by the gods when he was entombed. Every tomb is said to have a curse. Stories told to keep the ancient tomb raiders away.

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Kofre’s Curse by Stephen Gygi is a tile based game designed to introduce role-playing to young players. I had the opportunity of playing Kofre’s Curse at Salt Lake Gaming Convention 2018 (website) with Stephen and Kyrie Gygi (who also did the art with Stephen).

Premise

Kofre’s Curse is a tomb full of treasure and curses. The party of explorers delve into the 5 x 5 dungeon complex. They are exploring individually, but also with an element of cooperative play. For when Kofre is finally confronted, they must defeat the sorcerer before he can escape his tomb and bring destruction upon the world.

Mechanics

Each player takes on one of the pre-generated characters. There are four basic statistics and the characters have different favored abilities that help them during the game, both while exploring and in the final confrontation.

Exploring the tomb is accomplished by turning over a tile and placing it. The tiles have challenges and rewards for the characters. Challenges are resolved by a single die roll. The roll and associated character ability are combined to determine if the result is high enough to achieve the favorable outcome and earn the reward. Too low of a result leads to an unfavorable outcome including damage to the character.

Characters run the risk of dying. In our three person game we did not roll the dice well. By the time we finished exploring the crypt there was only one character left to confront the evil sorcerer.

The final combat against Kofre is a scalable event with a level of random determination at the beginning. Kofre is possessed by four ancient gods (matching character abilities) and a random determination is done to see which ability is his main power. This allows for different characters to take the lead in the final showdown—one character isn’t always going to be the hero who can do the most against Kofre. There are also rules for scaling the combat. Instead of just toe-to-toe damage, there could be tasks needing to be done by both sides.

Artwork

Kofre’s Curse is illustrated by Stephen and Kyrie Gygi. The art is appropriate for the ages the game is designed for and provides individualized scenes to provide recognition in later games.

Overall

For older players (especially parents) who have younger gamers in their home wanting to join in, Kofre’s Curse is a good introduction to RPG style playing. The concepts are simple to understand and only basic math skills are needed. Young players will need help in reading the concepts on the tiles and characters, but they also have unique artwork allowing ease of reference for later play.

Kofre’s Curse is designed to last 15–20 minutes. The speed of the game should keep the attention of younger players. The tiles being placed as they are drawn also present a random aspect to keep attention.

The scalability of Kofre’s Curse allows young players to advance their play with the game over a period of time. I know a number of gamers (older ones) who become bored with a game after they play it a few times because of repetitiveness. There are enough multiple outcomes to allow for continued play.

Kofre’s Curse is scheduled to be on Kickstarter any time now (late July 2018).

Kofre’s Curse is produced by Binary Cocoa (website) and is designed for 2–6 players ages 6+, and to last 15–20 minutes.
 
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The remains of Kofre lie in the dust at the base of the stairs leading out of the tomb. You feel weak from the loss of blood and you see that in the running battle two of your four comrades didn’t make it. They will be honored. You’ll make sure they are remembered. If it wasn’t for their courage to fight against the undead sorcerer, stopping him, who knows what would have happened to the rest of the world.

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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Salt Lake Gaming Convention, 2018 Wrap Up


Two days of gaming and associated geekery are wrapped up for this year’s edition of the Salt Lake Gaming Convention (SLGC) (website). A convention combining electronic and tabletop games is still in its infancy after only a few years of existence. This year, having lost some of their supplies to theft, presented a major hurdle they successfully overcame.

Part of the game floor
There were hardships that almost led to the convention not being held this year. I heard a few months before the regular convention date, this year wasn’t going to happen, and there might not be another edition of SLGC at all. Plans changed after the gaming community started enquiring about when and where the convention was going to be this year. The organizers responded to the fans and provided the event.

On a short timeline, a convention was put together. Knowing some of the limitations they were up against, I would call this year’s event a success. And, pulling it all together showed the ability to make a sustainable convention that fans can look forward to.

What did they accomplish?

Electronic Games

The electronic games area was the biggest draw, which is where the focus of the convention has been. Along with Microsoft having a showcase area, there were open areas for conventioneers to set up and play. Game pits for open multiplayer games were consistently full. There were large screen viewing areas for the competitive play, which included intercollegiate esports.

 
Pinball Alley
The electronics area hosted a number of tournaments, along with college teams going head-to-head. There were events for both amateur and professional players. The crowds were enthusiastic in support of their favorite players and characters. Conversations abounded through the audience about what was happening on the screen and the strategy they would have used if they were playing.

Pinball

Pinball alley returned from last year and was another place of overflowing use. New games and retro flippers were available for everyone young and old to step up and see if they had what it takes to work the digit counting ball. Standing and watching three generations of one family playing pinball together was a joy. A grandfather was standing with his grandson during his parent’s turns sharing a story of how he used to meet friends to play pinball because there weren’t video arcades.

Tabletop Games

St. George Tabletop Game Convention (website) provided a library of games for those who wanted to challenge their friends across a table instead of through a screen. I hope people extend a thank you to the organizers of the St. George event because it’s at least a four hour drive between there and Salt Lake City. Envoy/Double Exposure (website) ambassadors were on hand helping teach games and give recommendations to those who weren’t sure of what game would fit their style.

Warhammer
The tabletop games had their own tournaments. Both days hosted a couple dozen tables for Warhammer. Other miniature games included Star Wars and War Machine. Collector card games included Magic the Gathering, Star Wars, Pokemon, along with My Little Pony at dedicated tables.

Role playing games (RPG) were present in force due to the strong individual talents of the local Adventurer’s League (website) and Pathfinder Society (website). There were other free tables running games for those looking for something different. The RPG area kept two to three dozen tables regularly filled with players from beginning to end.

Kids Zone

SLGC again provided an area dedicated to the younger players. A pirate ship was available for exploring. A Nerf battle zone and a trike race course was a place for many young gamers to burn off some the excited energy they came with. The Lego building area and tables for creative design work were places that might not have been so energetic, but they were well attended. Some groups looked like the parents took the kids in so they could build with the blocks.

Lego pit
Live Action Area

The arena for battle was once again erected with opposing forces facing off with foam weapons. Epic battles were waged. There was also a smaller area set up for just the younger players learning to get their battle feet under them.

Vendors

In the midst of all of this was the market place, where conventioneers were able to pick up their remembrances of the event and support their fandoms. The area had a wide selection of memorabilia, artists, game designers, and promotional areas for other groups and events.

Guests and Panels

The guests and panelists were well received.

Great voice actors were there to share what they do and who they are. Charles Martinet (website) of Mario fame. The cast of God of War included Christopher Judge (Facebook), Danielle Bisutti (website), Jeremy Davie (imdb), and Robert Craighead (Twitter). The Legend of Zelda: Breath of the Wild was represented by Patricia Summersett (website), Elizabeth Maxwell (website), Andi Gibson (website), Bill Rogers (Twitter), Jamie Mortellaro (Twitter), and Joe Hernandez (Twitter). And, Chloe Hollings (Twitter) from Overwatch, Victoria Atkin (Twitter) from Assassin’s Creed Syndicate, Jason Charles Miller (website) of Geek and Sundry, and Jason Hayes (composer) (Twitter) were also talked about their experiences.

The panels covered topics about all types of gaming and other areas of interest.

Cosplay

Cosplay wasn’t left out. There was a competition which was highlighted by Zabracus (Twitter) and Missy Mayhem (Twitter). These Two local talents provided insight for those who want to do cosplay.

Overall

These were two days packed with a lot of activities a person could get involved with.

I’ve had the opportunity of attending this convention every year since its inception. This year was a struggle. Even with the struggles, the organizers had the guts to push forward when others may have folded. That showed their strength and the power of the gaming community in SLC. My hat’s off to their success (and, yes, I wear a hat when I go to conventions).

There will be more articles coming from my experiences at SLGC 2018. I look forward to seeing more of this convention in the future and watching it grow into what it is capable of producing for the gamers supporting it.

This article also submitted for publication to Utah Geek Magazine and Big Shiny Robot.

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 Giant’s Seat by Dave Butler, Book Review

The Giant’s Seat is part two of the series The Extraordinary Journeys of Clockwork Charlie by Dave Butler. Butler picks up the action shortly after the closing scene of The Kidnap Plot (review here), continuing the action. Our hero, Charlie, and three of his friends, Bob, Ollie, and Gnat have set off across England to warn Charlie’s bap's friend, Caradog Pritchard about the Iron Cog.

The Story

One of the last things Charlie’s dad told him to do was to make his way to the mountain Cader Idris and find his father’s old friend who could help Charlie. The Giant’s Seat picks up two days into that journey as the group of adventurers are on Bob’s flyer. But a storm separates Charlie from the rest of the group.

Charlie undertakes a frantic search. His friends are missing, and Charlie knows it is perilous to be on his own. This leads him to meeting new people, an extended family of dwarfs. And, like many times when meeting new people, the relationship starts out poorly. The situation is rough on Charlie, but he makes the best of it and eventually he and the dwarfs become friends. He even finds out they have shared interests. Along the way he also meets an aspiring wizard who is having problems of his own and Charlie inspires him onto new adventures that bring the two together later.

With the help of the dwarfs, and elves, Charlie makes it to Wales and Cader Idris. In the town at the base of the mountain he is reunited with the rest of his travelling companions. Together they complete the quest they thought they were on and prepare to start a new one.

There are many new sights and experiences for all of them. But as a group working together our young adventures rise to the challenges in the same fashion as in The Kidnap Plot. The events are new ones. Butler does a wonderful job of continuing the story through his second book and not just going through what we already read in the first.

The Setting

The Giant’s Seat moves out of London, but the steampunk feel is maintained. The inventions presented are done with a sense of fun mixed in with the power of coal, water, pistons, and springs. The descriptions allow for a visualization of what is there without breaking the language used during the period of the time the story is set in.

The Writing

Dave Butler delivers another wonderful story. The Giant’s Seat follows right along with The Kidnap Plot. This isn’t just in the story being followed, but in the way the style and language presents the story.

The characters coming forward from the first book are given even more depth as their own stories are developed. The new ones have the same level of detail expected after the first book. And, where racial traits are presented in the first, they are carried forward to give continuity.

The Giant’s Seat continues with the multiple levels of plot. This series is set for middle grade and it is paced and presented in a language readers at that level can comprehend and work through. Butler keeps the story active by not stopping there. The additional levels of complexity give more advanced readers the opportunity to have a deeper experience.

The pace of the book is engaging. I kept reading, being drawn forward without getting sidetracked. I think it will keep other readers equally engaged.

There are lessons presented without beating the reader over the head. Butler empowers Charlie and company with the will and desire to do what is right. They learn the benefits of helping others. The story presents loss, and how it is dealt with. There are risks, rewards, and punishments for the actions chosen.

Author (from the book jacket)

Dave Butler’s first book for children was The Kidnap Plot, which The Bulletin of the Center for Children’s Books called “a strong start to a new series.” Dave lives in an old house and works in a study where one of the biggest bestsellers of the twentieth century was written. He has kept the room’s original shag carpet and wood-veneer walls. He likes games, guitars, languages, and, most of all, his family.

Dave lives in Provo, Utah. You can find him on the Web at davidjohnbutler.com.

Overall

The Extraordinary Journey of Clockwork Charlie; The Giant’s Seatis a fun and fantastic journey. Although it continues the story of Charlie and his friends, it is a work that can stand on its own.

People of all ages can enjoy this book.

The characters are intriguing and each has their own story.

I give it 4 ½ out of 5.

The Giant’s Seat is published as a Borzoi book published by Alfred A. Knopf (Random House).

I was given a copy of The Giant's Seat by the author for review purposes.

The Giant's Seat is available on Amazon (link).

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, Astherfen a Drow Wizard

Drow Wizard by johnnyhr on deviant art
A male drow doesn’t get many opportunities to lead a rich life.

Astherfen was born in a minor house in the nearby drow city a couple of centuries ago. That meant he wasn’t expected to live long because the house was considered just as disposable as him. In fact, the house was disposed of by one of the stronger noble houses while he was still young.

Astherfen was called a servant, but that only meant he was a drow slave. His station in life wasn’t much higher than the orc and kobold and other lesser creatures moving about the cellar regions of the noble house. What saved him was his aptitude and cunning.

Astherfen caught the attention of one of the noble house mages and his fortune grew a little better when he was sent to learn the art of magic. He learned quickly, in both magic and intrigue, which was a blessing and a curse for the apprenticed wizard.

Although Astherfen was a servant of a noble house, he wasn’t a member, so he was not extended the same protections. More than once his abilities (magic and planning) saved his life when other apprentices attempted to take it. This drove Astherfen to study harder and to learn to rely more on his own capabilities than what others offered.

The noble house recognized the young wizard’s potential and he was made a consort to one of the daughters of the family. It was not a marriage of love, nor has it ever been a relationship built on feelings the two might ever develop for each other. In fact, they seldom see each other and Astherfen prefers that arrangement. The marriage provided what Astherfen truly desired, a place in the mage guild.

Astherfen’s change in status allowed him to become a teacher. This allowed him access to more powerful magic and greater protection. Of course the protection was expected to be repaid with loyalty. The combination of the noble house and the guild allowed Astherfen to progress and become a powerful wizard.

Living in the hall of wizards was a better life than he had ever thought possible. But, that only lasted until the orcs claimed the underground dwarven city.

The Drow didn’t know what to expect from the orcs. Unlike the dwarves, which had become very predictable, and, therefore, the border with them could be well controlled, the orcs were untamed savages.

For years the drow nobles fussed and fought about what should be done. Chaos reigned on the subject and no real action took place as every house was waiting to see what every other house would do. Each looking for the advantage in the mistakes the others would make.

The wizards’ guild approached Astherfen to take action on behalf of their interests. His ties to his noble house were weak and he could be gone for a long period of time and possibly never even noticed as being away. He would go as a spy to the city of Hork. This would give the guild a stronger position in the drow city.

Astherfen’s life was good and he didn’t want to leave the drow city. But, the offer included aspects he didn’t want to turn down. The wizards didn’t care how he did his job, he would have no superior to report to for his actions. Further, if he wanted to find a way to make more money than the guild was willing to stipend him, they didn’t care about that either (although it would be appreciated if he shared). The only requirement they gave him was to keep his mission a secret from the nobles.

Astherfen knew the support he would get from the guild was minor, if any. If he was discovered as a spy for the guild, he had no idea what the orcs in Hork could do. The noble houses would probably start some type of political war with the school of wizardry.

In the outer tunnels of Hork, Astherfen ran into some orcs who were living there. It wasn’t close to any clan controlled lands and he wasn’t expecting them. In the moment he was dispatching them, one surprised him by begging to be taught to be a wizard. He was allowing the orc to grovel while deciding on how to kill the creature. Then a plan for the future opened to him. He agreed to take the orc, Simp, as an apprentice.

By Michael O. Varhola on d-Infinity
Astherfen is Simp’s master. Teaching the orc has allowed Astherfen to be near the center of the city and learn many secrets. He established himself in the open, instead of trying to hide who he is. And is promoting himself as a drow wizard interested in establishing trade between members of the two cities.

Astherfen uses Simp as a means of collecting information by cultivating relationships with others who have some of the same problems as the orc wizard. Astherfen knows Simp looks for acceptance, and by teaching him how to accept others of lower standing, the orc has been able to get many of them to become an unwitting spy network.

Another part of Astherfen’s plan has been setting up his own connections and establishing minor trade back to the drow. This has become his means of sending and receiving information and has kept the noble houses from digging into his activities. Some of the trade is in magical components, delicacies, and other bits of information back to his wife and her family. He has made sure he doesn’t appear to be making much money and he has spread the rumor back he is living in a relative place of safety outside the city where he has weak family ties. Astherfen has also established a small treasure of his own because of his spell casting and morals.

Astherfen is a drow, and his first loyalty is to himself. He doesn’t really care about others. He sees the place of where he is living as a holding point until a better offer arises. If at any point he feels himself, or what he is doing threatened, he has no qualms about taking whatever action is needed.

Astherfen doesn’t know how long he will stay in Hork. He used to think he would return to his home and chambers in the wizard’s school, but now he isn’t as sure about that. He has seen new opportunities by being out in the world and the pleasures he can afford.

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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Splinter by End Transmission Games, RPG Review

If you like playing mash-up games, Splinter from End Transmission Games is one you will want to check out. There are several levels of combinations taking place in this game, and like the caveat reads when you first open up this book "If this is your very first RPG...put this book down, play another one first, and then come back."

Splinter is set in the future in a dystopian society where you (you), are playing a player (player), who is playing an avatar (character. This multiple level of play can get confusing to new player because even though the two characters you are playing are connected, they also remain separate.

Settings

There are strong elements of 1984, Brave New World, Metropolis, and Rollerball (more the original) in this game. Your player is a member of the dystopian society of the future. There is only one entity in power, the Entertainment Broadcasting Company (EBC), and they are in absolute control. The social classes are deeply divided and strong controls are in place to maintain the order. Being a player provides mobility that doesn't exist anyplace else.

Players choose, or are drafted (depending on where you start out in the social structure), to play in the Splinter. There are a variety of blood sports and story based games players, through their characters, are involved in. The player is working to achieve a fan base to gain stardom and the perks that go along with it. It is not an easy thing to do because the main goal of the EBC is to maintain control by providing entertainment and they have found that death is entertaining.

Players, however, also live in the real world. The real world is filled with the haves, the have-nots, and the in-betweens. The players are part of this real world. As players they have moved beyond the have-nots, but they are not part of the haves. Players may also have their own personal agendas, including politics, and they may have to choose to by joining the structure of the society, or fight against it.

Characters

Having both a player and a character in the game provides two games to be played. In the world you decide from what background your player comes from. There are those who have trained to be a part of the Splinter and those who are playing because they have been found to be criminals. Coming from either background provides benefits and penalties. When creating a character I found the system maintained a balance between the two, allowing you to build on the personality you want to create for your player.

There are more choices with the character. There are different races, bloodlines, in the Splinter and they have different abilities. There is also an element of power, harmonics, which is a form of magic. Characters also have three states of being: man, middle, and beast. In a sense each character is some form of lycanthropy, just not the types we are used to seeing. For example, one is golem or steam-punk style that can change out body parts.

Mechanics

Splinter uses two sets of mechanics for game play. When you are the player you are using the Dicepunk System. When you are the avatar you use another d6 system. This does provide some confusion to beginning players, but it makes for a defined difference between the settings.

There is some overlap between the settings on the basis of what the player and character can do, but there is no physical transference between the settings. To help with this a suggestion in the book is gives is to have two sheets defining each the player and the character. Then, only one sheet is on the table at any time.

The Book

I reviewed the PDF version of Splinter. Being able to bookmark a PDF makes for a quicker and easier reference document for playing. This applies to any PDF, but with the two settings depicted in this game it was very helpful. There is also no back coloring to the text areas, so the material was easy to read.

Concepts are introduced through story. The stories helped in understanding the concepts of what was taking place. I can see where this setting could be a strong setting for fan fiction work because of the tie between the dystopian and the fantasy.

The artwork was helpful in the placement and the understanding of the game.

Overall Impressions

Splinter, from End Transmission Games is a good game for people who are looking for something different. The players and characters are in a high risk setting, which gives to high fatality. Some of the EBC entertainment or straight out blood games placing characters against each other so they have to kill or be killed. This means a game master can set up games, and from some of the reading it appears to be encouraged, that result in player/character deaths. If you are not comfortable with the possibility of losing a character I wouldn't recommend Splint.

Splinter lends itself to both one-shot and campaigns. The blood-sport, short form games are good for a time when you want to run the characters in against each other and see who survives. These are very much like running gladiator fights. The Splinters long-form games for characters (avatars) and the dystopian society setting allows for the building of a longer campaign as you, and your players work on their agendas of supporting or fighting against the controlling EBC.

There is a lot of unique material in how the game is set up beyond the split setting. Not so much in the dystopian side, you will find hints of a number of books and movies beyond the ones I listed above. But, the information of the Splinter and the characters who reside there was interesting.

The results are mixed from the people sitting around the table. Some like the setting and some don't. Those who liked it stated it was because of the split between the player and the avatar, preferring to play just one or the other, while those who didn't like it said it was because of the split. One players was interested in playing a campaign based in the Splinter and not concern themselves at all with the dystopian setting.

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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More On Equipment; Following Up Conversations

Same picture of 4th edition equipment
I didn't know how the tracking of a character's equipment was affecting the roleplaying games people were playing. My article, Do You Have That On Your Character Sheet, generated a number of comments and discussions. There are different ways of handling the equipment issue: some game masters (GMs) are strict about how items are recorded while others are more fluid with their game (and, by-the-way, this covered the spectrum of wanting detailed lists to I don't give a frack). Neither is a problem. How the game runs is part of the agreement between the GM and the rest of the players in the gaming group.

I was reminded how some games use an all-inclusive system of an adventurer's availability of equipment. In the systems I have seen where this is used the character purchases a supply of a limited number of items that are not predetermined. When a character needs an item like rope, grappling hook, small clay pot, bag, etc. it is one of the uses of the gear pack. The limit is drawn with being items of lesser expense and of a non-magical nature. When this was brought up in discussion it was loved and hated.

Another way of dealing with the issue is the use of skills, advantages, feats, or another method the system provides for character enhancement. The one that were quickly pointed out was a character who is a scrounger, or having the ability to gadgeteer, or McGyver. The idea put forward was to allow the player character come up with a method of finding what they need, or making an improvised item. Kind of how my example in the first article went at the end. The person who presented this use is a little more flexible with his group.

When the party hits a point where they need something that they don't have, he allows for a check to be made at a level of difficulty he feels is appropriate for the item needed and where the party is at. If the player makes a successful check the character finds something that is suitable to use, the better the check the better the substitute. He did point out that he has one player who has become reliant upon the skill check, which at times creates an oversimplification of the encounter the party is facing.

This brings me to how this plays into GMing style.

I am over-simplifying this into two styles, which really are on a multi-linear scale and not opposing. This is based on the conversations and breaking the main lines of thought down. It really was more complex than this, but I do try to limit my articles in length so they can be easily read in a single sitting. The first style is going for the combat experience and the other is going for the puzzle solving.

Those who embraced the concept of easily available equipment were GMs who like to keep a game moving quicker and are more interested in cinematic games with high adventure. When dealing in a campaign, or adventure, based on the combat that is going to take place, getting there isn't really the focus of the game. The characters need to arrive at the appointed place, sometimes by an appointed time, to face off against the adversary. When running this style the equipment a character has isn't all that important and not having the right item plays against the plot.

Those who were set against the idea felt it gave too much leeway to the players, and allowed the players to easily foil an encounter meant to make them work through a problem. This style has more non-combat, puzzle solving encounters as part of the plot. When these encounters are used equipment becomes more of an integral part of what is happening. The situations require the players to work through the puzzle, or obstacle, to achieve their goal and the limitation on equipment plays into that scenario.

I enjoy writing both types of encounters. I've had entire game sessions without a weapon ever needing to be drawn, except for affect. Other times, there have been sessions which were one continuous fight. Both are good and both are fun. Most the time there is a combination of the two so we can create the ebb and flow that comes with every good plot.

The biggest takeaway I had from the conversations is the need of having good communication between you, the GM, and your players. Let your players know ahead of time how you are going to run your game.

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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