Becoming a Dungeon Master: Bringing Your World To Life

So after a week off and letting you run a few sessions on your own, I wanted to let that sit and digest. I’m sure you’re still learning the ropes and the rules by heart, but all of that will come with time.

So this week, we will talk about breathing more life into your already living world. If you missed the last segment you can find it here.

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Becoming a Dungeon Master: Running Your Game

The night is here! Again, you’re driving home from a very hard week of work. You got your Session 0 done last week, your gang has their characters, and you have your campaign. Tonight is finally here.

Running your weekly games takes effort, that goes without saying; it isn’t just improv and winging it, hoping your game sessions are epic. You need to know how to prepare, adjust, multitask and set up hooks for your players.

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Becoming a Dungeon Master: Session 0

This is the fourth installment in the series and is focused on creating Session 0 for your campaign. If you missed part three, check out Becoming a Dungeon Master.

It’s Friday night and you have your table set-up. Your group of players all said they would be there in about an hour, but you couldn’t help yourself; you got your grid out, set up your screen and have pencils placed in front of each seat.

You’re utterly giddy. Your first campaign is about to start. With this session; you just can’t wait to see what characters everybody came up wit-.

Wait a minute…

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Becoming a Dungeon Master: Building Your Campaign

This is the third installment in the series and is focused on people wanting to homebrew their story. If you missed part two, check out Becoming a Dungeon Master.

Happy Friday, fellow Dungeon Masters! It’s that time of the week for D&D! In the previous installments, we talked about getting started in your journey of becoming a DM and about building your very own world.

In this entry, we will be building the brain of your game-nights; the campaign (if you want to homebrew your campaign). Continue reading “Becoming a Dungeon Master: Building Your Campaign”

Assigning Weight to Death in Games, Pt. 4: Permadeath

If you’re joining us for the first time, check out Part 1: The Problem and Challenges. If you missed the last entry in the Assigning Weight to Death in Games series, take a look at Part 3: Classes of Assigning Weight.

In the second installment of this series, I mentioned permadeath. I also said that I would cover it in some greater length in a later article. Well, the time for that article has come. So, let’s remind ourselves (not that I think anyone likely needs to): what is permadeath? Well, everybody knows that it’s when death in a game works in such a way that, when the player dies, their character is dead permanently. They aren’t coming back unless the game restarts. Simple, right? Well, I would argue not quite so simple as it seems. Not by a long shot.

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Mages through the Ages Part 1: An Introduction

Video Game Mage

Ah, the mage. The word is defined as “a magician or learned person” according to the Oxford Dictionary, with its origin being in the Latin word magus, which comes from the Greek word magos.¹ It is described as a word that was archaic by the late 19th century but has since been revived by fantasy games.² According to the Merriam-Webster Dictionary, the following words are all synonyms for mage: charmer, conjurer, enchanter, magian, magician, magus, necromancer, sorcerer, voodoo, voodooist, witch, and wizard.³

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Celeste Review: A wonderful revisit to retro platforming

Celeste

Celeste, winner of “Best Independent Game” award from The Game Awards 2018 and from the creators of Towerfall: Ascension, came out early in the year to a tidal wave of praise. It’s a near-pixel-perfect platformer akin to Super Meat Boy or I Wanna Be The Guy but if the developer didn’t hate humanity and wish for its demise. Deaths are expected and counted, but evenly spread out so as to make sure the player never gets so frustrated that they quit. Even for the players not accustomed to platformers, there is an Assist Mode that allows you to adjust the game speed, your stamina, how many jumps you get, and can even make you invincible. Continue reading “Celeste Review: A wonderful revisit to retro platforming”

GRIS review: An interactive masterpiece

Gris

Captivating. That’s the first word that comes to mind when I try to describe the experience that is GRIS, the debut puzzle platformer from independent developer Nomada Studio. The Steam page describes Gris as “a hopeful young girl lost in her own world, dealing with a painful experience in her life. Her journey through sorrow is manifested in her dress, which grants new abilities to better navigate her faded reality.” This concept really spoke to me, and admittedly it was an impulsive Steam purchase (someone told me about the game, I saw some screenshots, and then pulled out my credit card and bought it), though I in no way regret it. Now, let’s dive in. Continue reading “GRIS review: An interactive masterpiece”

A tale of stock and awe: EA’s fall from glory

Battlefield V

After seeing a tweet pointing out Electronic Arts’ (EA’s) declining stock price over the past six months, I decided to start looking deeper into what may be influencing the price. I was particularly interested to see what Battlefield V’s relation was to the drop, as I did not really expect a single game to cause these kinds of reductions in stock price, despite how many gamers were not too happy with the game from the time of it’s announcement up to and including now. Continue reading “A tale of stock and awe: EA’s fall from glory”