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The Argument Hour, With Seth And TC
I listen to a lot of game industry podcasts.
Many of them are just people talking about games they like, or games they're looking forward to. There's never been a lot of design focused podcasts... a few have cropped up over the years, some better than others. I listen to the following pretty regularly that actually talk about the design of games:
Ludology
Board Game Design Lab
Building the Game
Game Designers of North Carolina
There are a few others as well, but I still always thought there was room for designers talking about the nitty-gritty of game design. I've always wanted to participate in something like that, but I didn't want to figure out how to do hosting and editing myself, and I would have wanted another voice to talk to (rather than just monologueing).
I mentioned something about this on social media a couple of months ago, and I got some interest from game designer, podcaster, and boardgame twitter personality, T.C. Petty III. Then Isaac Shalev of On Board Games contacted us, offering to edit and host such a podcast on On Board Games, should T.C. and I decide to record one.
And so was born The Argument Hour, with Seth and TC!
The Argument Hour is a segment I've started doing with TC Petty III on the On Board Games podcast, where T.C. and I pick a topic related to board game design, and we basically argue about it for while. Then we do our twist on a game review. I don't like the idea of unilaterally saying whether a game is good or bad, so our reviews are more of a mechanical look at the game in question, and then our opinion on what kind of player that game would be good for.
We've done two episodes so far, and then went on a hiatus while I spent 6 weeks in the hospital while my new baby boy was in the ICU, but I hope we can get together again soon to record another one.
Episode 1 dealt with the "Alpha Player Problem" (whether it even exists), and included a brief review of Kingdomino.
Episode 2 was all about honing/returning to the well/designers revisiting ideas. The review that time was The Voyages of Marco Polo.
So if you read this blog, maybe you'd be interested in this. Give them a listen and enjoy!Leave a note here with comments and suggestions...
Many of them are just people talking about games they like, or games they're looking forward to. There's never been a lot of design focused podcasts... a few have cropped up over the years, some better than others. I listen to the following pretty regularly that actually talk about the design of games:
Ludology
Board Game Design Lab
Building the Game
Game Designers of North Carolina
There are a few others as well, but I still always thought there was room for designers talking about the nitty-gritty of game design. I've always wanted to participate in something like that, but I didn't want to figure out how to do hosting and editing myself, and I would have wanted another voice to talk to (rather than just monologueing).
I mentioned something about this on social media a couple of months ago, and I got some interest from game designer, podcaster, and boardgame twitter personality, T.C. Petty III. Then Isaac Shalev of On Board Games contacted us, offering to edit and host such a podcast on On Board Games, should T.C. and I decide to record one.
And so was born The Argument Hour, with Seth and TC!
The Argument Hour is a segment I've started doing with TC Petty III on the On Board Games podcast, where T.C. and I pick a topic related to board game design, and we basically argue about it for while. Then we do our twist on a game review. I don't like the idea of unilaterally saying whether a game is good or bad, so our reviews are more of a mechanical look at the game in question, and then our opinion on what kind of player that game would be good for.
We've done two episodes so far, and then went on a hiatus while I spent 6 weeks in the hospital while my new baby boy was in the ICU, but I hope we can get together again soon to record another one.
Episode 1 dealt with the "Alpha Player Problem" (whether it even exists), and included a brief review of Kingdomino.
Episode 2 was all about honing/returning to the well/designers revisiting ideas. The review that time was The Voyages of Marco Polo.
So if you read this blog, maybe you'd be interested in this. Give them a listen and enjoy!Leave a note here with comments and suggestions...
Warhammer Quest Review (NSW)
Written by Anthony L. Cuaycong
Title: Warhammer Quest
Developer: Rodeo
Publisher: Chilled Mouse
Genre: Role-Playing, Strategy, Board Game
Price: $29.99
Also Available On: Android, iOS, PS4, Steam, XB1
Board games on digital platforms are hit-and-miss propositions, and with reason. Many of the very factors that add to their popularity as tabletop must-haves wind up by the wayside as they make their way to consoles. Fortunately, Warhammer Quest's Nintendo Switch version manages to retain much of its intrinsic appeal. It sacrifices all the emotional feedback actual dice rolls, paper-and-pen maintenance of statistics, and physical add-ons provide, but, in turn, presents myriad conveniences modern-day players take for granted en route to making lasting positive impressions.
As a role-playing offering, Warhammer Quest makes up in compelling gameplay what it lacks in story. Its depth as a dungeon crawler is evident at the onset; players are asked to choose from among 11 different types of character classes, and are then made to go through a set of helpful tutorials to get controls down pat. Turn-based mechanics abide over movement of the party of four in close-quarter, ranged, or magic-based combat, with type-specific items at its disposal. Victories translate to level-ups and the acquisition of new skills and abilities.
Enemies abound, but of limited variety, and battles can be protracted as hits either way aren't guaranteed at every instance. All the same, Warhammer Quest provides challenges that escalate fairly and progressively, resulting in a satisfying experience well worth its $29.99 price tag.
THE GOOD
THE BAD
As a role-playing offering, Warhammer Quest makes up in compelling gameplay what it lacks in story. Its depth as a dungeon crawler is evident at the onset; players are asked to choose from among 11 different types of character classes, and are then made to go through a set of helpful tutorials to get controls down pat. Turn-based mechanics abide over movement of the party of four in close-quarter, ranged, or magic-based combat, with type-specific items at its disposal. Victories translate to level-ups and the acquisition of new skills and abilities.
Enemies abound, but of limited variety, and battles can be protracted as hits either way aren't guaranteed at every instance. All the same, Warhammer Quest provides challenges that escalate fairly and progressively, resulting in a satisfying experience well worth its $29.99 price tag.
THE GOOD
- Compelling gameplay
- Deep dungeon crawler
- Good number of character-class options at the onset
THE BAD
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Ep 28: Grimdunk Is Live!
Ep 28: Grimdunk is live!
We talk with Mike Hobbs about Warhammer 40,000 and his new fantasy wargame project.
https://soundcloud.com/user-989538417/episode-28-grimdunk
Join the conversation at https://theveteranwargamer.blogspot.com, email theveteranwargamer@gmail.com, Twitter @veteranwargamer
Follow Mike on Twitter @wargamer_mike or his blog http://mikehobbs.co.uk/
Other companies we mentioned:
McVitie's Dark Chocolate Digestives http://www.mcvities.co.uk/products/chocolate-digestives
McVitie's Chocolate Hobnobs http://www.mcvities.co.uk/products/hobnobs
Sachertorte https://www.sacher.com/en/original-sacher-cake/
Previous Episode with Mike https://soundcloud.com/user-989538417/episode-15-in-my-day
Oldhammer https://soundcloud.com/user-989538417/episode-3-everything-oldhammer-is-new-again
Oldhammer II https://soundcloud.com/user-989538417/episode-22-give-me-lead-til-im-dead
Meeples and Minatures with Jon Tuffley https://www.youtube.com/watch?v=iH4MJlW8vHk
Music courtesy bensound.com. Recorded with zencastr.com. Edited with Audacity. Make your town beautiful; get a haircut.
The Sword Chronicles: Child Of The Empire By Michaelbrent Collins, Book Review

The Blessed Ones work to protect the Empire from those who would overthrow the powers that be. And Sword learns there is more to the struggle than she thought. Her loyalties are tested. Her history is torn open for viewing. She must determine who is right, who she will help, and how to save those she loves.
I received a copy of The Sword Chronicles: Child of the Empire for review purposes.
Plot
Sword starts out with no name. She's just another dog living in the kennels and fighting in the arena with her pack. Although they are children, they are a pack of animals. They have no names and no friendships. She knows every time she enters the arena could be her last and she has done well to survive where many have fallen.
Her life changes when it's discovered she has a gift. Her gift allowed her to survive her last encounter in the arena. It gave her recognition. It raised her from being a dog to becoming a Blessed One working for the Empire and the Emperor. A gift that gave her a name: Sword.
The Blessed Ones protect the Empire. And in protecting the Empire they must confront others who are against it, and their ideals of why they fight against the Blessed Ones, Sword's new friends—family.
She is no longer fighting in the arena as a dog. Now she is fighting in the larger arena of the Empire and must either be a hero or a villain. But how does one know which is which?
Characters
In Child of the Empiresome people display special talents. Of those who display these talents there are a few whose gift is stronger than others. It is not known who will display a talent or a gift until it manifests itself. There is no understanding of why or how those who have these abilities get them.
This story is about some of the gifted, those with stronger talents. They must choose how to use their gifts, which sides they take and why. We learn about their pasts as the story progresses. Each is a study in how people choose to use their own gifts of life to deal with their own hardships, desires, and needs. How they can do the things they do, and still be true to themselves.
There are similarities to be drawn with people all around us. We might not have supernatural gifts, each, no matter their gift, is in control of themselves. Each gets to choose. These internal struggles drew me into the characters. It gave each of them a solid backstory that started before page one and developed through the pages while I continued to read.
Style
In many ways Child of the Empire plays off the traditional telling of a hero being raised from the pits of humanity to become the hero we expect them to be. At the start of the book I felt the impressions of Conan the Barbarian with the rising as a fighter in the slave pits. Michaelbrent Collins embraces that fact instead of trying to hide it. Even knowing this is a similar story, Child of the Empirebecomes a unique telling with its setting and the gifts the characters have, which, in turn, create fitting twists.
So far I have read two other books of Michaelbrent Collins and found he is masterful at providing the foreshadowing to set up excellent twists. Even when you know what the twist is going to be, there are enough red herrings scattered through the story to keep you guessing. And, when you are suckered by one of the misleading hints, it's even more enjoyable.
Overall
The Sword Chronicles: Child of the Empire is a fast paced hero story. If you're not running to keep up, it will grab you and drag you along for the adventure.
Michaelbrent Collins hangs his hat on a traditional story type and tells it in an intriguing fashion that is enjoyable and fun. I found myself not wanting to put down the book as the story kept ramping up. I applaud his unique application.
Child of the Empireis a good read for everyone. There is violence with the fights taking place and starts with an arena fight of two packs facing off against each other. The descriptions, however, are not graphic.

I give The Sword Chronicles: Child of the Empire 5 out of 5.
Child of the Empire is available on Amazon (link).
About the Author (from the book)
Michaelbrent is an internationally-bestselling author, produced screenwriter, and member of the Writers Guild of America, but his greatest jobs are being a husband and father. See a complete list of Michaelbrent's books at writteninsomnia.com.
You can also find Michaelbrent Collings on Twitter (twitter.com/mbcollings) and Facebook (facebook.com/MichaelbrentCollins).
If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.
Two Highlights From DETROIT: BECOME HUMAN
Right now, I am playing DETROIT: BECOME HUMAN, a new title by Quantic Dream studio. As its predecessors – Indigo Prophecy, Heavy Rain, and Beyond: Two Souls – the game uses cinematographic language with its mechanics based on decision trees. During most part of the narrative, you must take significant decisions that will affect the course of the game and result in different ends for the story. The trailer below shows the gaming dynamics and main plot:
Besides the immersive narrative and beautiful graphics, I want to comment on two great features of this game.
1) The ending phase screens show the complete decision tree of each chapter. This is a very cool feature from DETROIT, you can observe in details what type of consequence your acts generated inside the gaming narrative. This visual aid helps players understand how each character works in the ambient. Below, there's an example of this feature.

2) The opening screen always has an interesting content. Every time you start to play DETROIT, there's one opening screen with a very sympathetic female android named Chloe giving you a technological trivia. I was playing it in June 7th and she told me that that day was Alan Turing's (the British mathematical genius) date of death. Then, last Saturday morning she told me "this is a perfect way to start a good weekend". The android also takes interesting surveys, asking players about the interface between human and machine. It is just a "content snack", but it helps to contextualize the gaming experience in a more immersive way. Below, I'm sharing some of these moments:
Another great acquisition for my collection.
#GoGamers
Besides the immersive narrative and beautiful graphics, I want to comment on two great features of this game.
1) The ending phase screens show the complete decision tree of each chapter. This is a very cool feature from DETROIT, you can observe in details what type of consequence your acts generated inside the gaming narrative. This visual aid helps players understand how each character works in the ambient. Below, there's an example of this feature.

2) The opening screen always has an interesting content. Every time you start to play DETROIT, there's one opening screen with a very sympathetic female android named Chloe giving you a technological trivia. I was playing it in June 7th and she told me that that day was Alan Turing's (the British mathematical genius) date of death. Then, last Saturday morning she told me "this is a perfect way to start a good weekend". The android also takes interesting surveys, asking players about the interface between human and machine. It is just a "content snack", but it helps to contextualize the gaming experience in a more immersive way. Below, I'm sharing some of these moments:
Another great acquisition for my collection.
#GoGamers
Press Release: RULE THE WORLD WITH THE KINGMAKER 10TH ANNIVERSARY CROWDFUNDING CAMPAIGN
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Make your pledge now for a brand new collected and expanded hardcover compilation of the Kingmaker Adventure Path, Kingmaker Companion Guide, a Kingmaker Bestiary for Pathfinder First Edition, and a Kingmaker Bestiary for 5E. |
![]() REDMOND, WASHINGTON (May 7, 2019): Today, Paizo Inc. launched the Kingmaker 10th Anniversary crowdfunding campaign at KingmakerCampaign.com. The campaign is based around four books: the Kingmaker Adventure Path converted to the newest Pathfinder edition, the Kingmaker Companion Guide inspired by the Owlcat Games CRPG, an old-school Kingmaker Bestiary for Pathfinder First Edition, and a Kingmaker Bestiary for 5E. More add-ons and unlocks will be revealed as the campaign progresses over two weeks on Game On Tabletop. The campaign will end on May 21 at midnight. In 2010, Pathfinder's Kingmaker Adventure Path raised the bar on what a tabletop fantasy RPG campaign could be. With open-ended sandbox-style adventures, Kingmaker beckoned players to claim their throne and carve a new nation out of the treacherous River Kingdoms, map hex by map hex. Tens of thousands of gamers answered the call, ranking Kingmaker among the best-known and best-loved tabletop campaigns in history. Last fall, Owlcat Games released a best-selling computer game adaptation of the Kingmaker campaign, adding new adventures, new mysteries, and more than a dozen new companions to accompany the players as they expand their holdings from a single fortress to a burgeoning empire. A new generation of rulers have schemed and sliced their way to the heights of power in the River Kingdoms, and interest in the Kingmaker campaign has never been higher! Paizo Publisher Erik Mona said, "We are excited to bring 10 years of development and innovative expansions back to the gaming table. The only question is… how ambitious do we get? That's where you come in. Help us celebrate the tenth anniversary of the Kingmaker Adventure Path and bring this epic campaign to a new generation of gamers—and to your own tabletop!" A stunning 576-page hardcover, the Kingmaker Adventure Path provides GMs everything they need to run this epic campaign. All six chapters published in 2010 will be updated to Pathfinder Second Edition rules, incorporating a decade of player and GM feedback and new characters, conflicts, and plots inspired by the best-selling digital adaptation of the campaign that released last fall—including a new prologue making its tabletop debut in this release! Detailed appendices provide GMs with flavorful gazetteers of the campaign's myriad locations, from the Stolen Lands at large to the rival city of Pitax. The Kingmaker Adventure Path also features complete rules for hex-map exploration and kingdom building and management to bring the campaign's most innovative elements to life at the table. Lastly, a bestiary of new and updated monsters that feature prominently in the Adventure Path give GMs of any campaign new tools to torment their player characters with! As the campaign levels up, the size of this book will grow to include new content! The adventures don't stop in Kingmaker's core campaign, though. Inspired by the hit CRPG from Owlcat Games, the Kingmaker Companion Guide is a 32-page softcover compendium designed for Pathfinder Second Edition. Additionally, the book has the potential to increase in pages as the crowdfunding campaign levels up. Paizo has old-school Pathfinder players covered with the hardcover Kingmaker Bestiary for Pathfinder First Edition, a 160-page monster and NPC resource that converts the new companions, NPCs, and monsters unlocked by this campaign into Pathfinder First Edition. They can play along in the new and updated encounters with this helpful conversion guide featuring back-converted stats for the entire Kingmaker campaign, plus other rules conversions, tips and tricks to run the campaign as smoothly as possible. Why limit the fun of the Kingmaker Adventure Path to Pathfinder players? With the Kingmaker Bestiary for 5E add-on, GMs and players of the fifth edition of the world's oldest roleplaying game gain access to more than 140 monsters and key NPCs from the Kingmaker Adventure Path! With 5E conversions by our industry-leading partners at Legendary Games, this 160-page hardcover volume is an add-on from day one. Whether used as a companion volume to help convert the entire Kingmaker campaign or as a handy way to add new challenges and foes to 5E campaigns of all varieties, these time-tested critters and foes are sure to keep players on their toes! Go to KingmakerCampaign.com to learn more. |
XXX |
![]() About Paizo Paizo Inc. is one of the world's leading hobby game publishers. Since 2002, millions of players have joined the goblin army by playing the Pathfinder® and Starfinder® roleplaying games across tabletops, at conventions, at their favorite local game store, and digitally on virtual tabletops. Paizo.com is an online retail hobby destination for gamers that carries the latest products from top hobby game publishers. Players also find accessories, like dice and maps, miniatures, T-shirts, goblin plush toys, and the newest releases to quickly replenish those adventuring supplies for the next dungeon run. Contact: Aaron Shanks Public Relations Manager Paizo Inc. (425) 250-0800 Fax (425) 250-0801 7120 185th Ave NE Ste 120 Redmond, WA 98052-0577 Images & Press Release PDF available at http://bit.ly/paizopr Video at: https://youtu.be/ClbWYVIBK9A |

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30 Games For 30 Years
The games I enjoyed the most at each year of my life (so far!)
1986 As a baby I can't remember playing any games so nothing here
nor here
Nor here
Nor here
1990 I received a hand-me-down from an uncle of an old pong-clone with about 6 different sports variations on pong.
I got a NES, loved Super Mario Bros
Wizard and Warriors
Metal Gear
Zelda 2
1995 got a Mega Drive. Golden Axe
Super Kick off 2
Super Street Figher 2
Got a PS1 and got a PC, loved Premier Manager
Final Fantasy VII
2000 Final Fantasy VIII
Chrono Trigger (Rom)
Half Life for PC
RPG Maker for PC
Chrono Cross
2005 Got a pocket PC- played Age of Empires on it
Pocket PC replaying Final Fantasy IV
Was doing my university finals, not sure I did much gaming this year!
Seminary in Spain- no computer, no video gaming.
Zelda II
2010 got a PS2, played FFX
FFXII
Xenogears
Suikoden 1
Wild Arms
2015 Castlevania Symphony of the Night
Metal Gear Solid
I am Setsuna
The Art Of Video Games: Chrono Trigger
Chrono Trigger has all the ingredients of a quality RPG: a unique battle system, an interesting story, and a variety of diverse characters. What immediately stands out about it are the character designs by Dragon Ball and Dragon Quest artist, Akira Toriyama, and the winding role of time travel in exploring what the world has to offer. The charm of Chrono Trigger is its simplicity. The story isn't too hard to follow and the battle system isn't too difficult to master. You would expect such a game to be bland, but since Chrono Trigger succeeds so well in executing each of these elements, it never gets old.
Chrono Trigger is set in the standard medieval fantasy world, with some clear technological advances in machinery. Like in the Persona series, the main character is a stand-in for the player. The story is less about him that it is about how he reacts to those around him. Very early on in the game, it becomes clear that the decisions you make affect the game's later outcomes. They first start out small, for instance, if you help a girl with her kitten or try to sell a lost pendant, these acts will be brought up during a later trial of character. Though as the game goes on, the deeper an impact these choices have on the story. Your perspective on various events in plot can change depending on who you have in your party, not to mention that characters can even die depending on your choices. As such, there are several endings, which makes the game very replayable.
Chrono Trigger opens during a fair in town. Chrono runs into a mischevious girl named Marle, who is really a princess in disguise, trying to escape royal duties. You also run into your childhood friend, Lucca, an inventor who has unveiled a teleportation machine. However, something goes awry in the machine which opens a portal in time, and Marle falls in. You follow her in 400 years into the past, and meet a frog knight seeking to restore his honor. As you travel across time, many other colorful characters join you for the quest. In prehistoric times, you meet the wild woman Ayla, and the robot Robo in a post apocalyptic future. Part of the fun in playing Chrono Trigger is traveling to different times and exploring the changes in the same places.
The battle system is similar to Final Fantasy's Active Time Battle, in which your turn starts as soon as your gauge fills up. Unlike Final Fantasy, however, the monsters are usually visible throughout the dungeons or fields and can be avoided by walking past them. Like most JRPGs, each character has unique abilities that lend them to various strategies. Chrono is a fairly well-rounded character with a physical his sword attacks and lightning spells. Marle has powerful ice spells and can be an indispensable healer. Ayla is a physical berserker type who can charm rare items from enemies. I enjoyed most the battle with Magus, because it forced you to switch around the various spell attributes. It made me realize that in this game, even at a high level, you can rarely get away with spamming one powerful attack on all enemies. Other fun additions to Chrono Trigger's battle system, are the Dual and the Triple Techs. If you wait until two or three characters have their gagues filled, you can perform a massive attack on your enemies. These are particularly helpful, since many battles, especially boss fights, will have you to fight with many enemies at once, with some only vulnerable once one regenerating part is destroyed.
Aside from the gameplay, two other major highlights of Chrono Trigger are the music by Yasunori Mitsuda and the art by Akira Toriyama. The technical capabilities of the SNES system that allow these elements to shine. It's worth appreciating that even by today's advances, Mitsuda's soundtrack retains a distinct aura. I think back to the moment when you first travel to the misty period of 700 AD. The melody is first plucked out by digital strings, before being joined by other instruments, and finally, rising to cresendo. I also noticed an air of mysticism and the exotic in the tracks, "The Corridors Of Time" and "The Secret Of The Forest." Being familiar mostly with Toriyama's art in the Dragon Ball series, I gained a newfound appreciation for his ability to bring life to the medieval, the prehistoric, and futuristic. We can appreciate in Chrono Trigger the youthful character he brings to the designs, especially the dinosaurs, that would be lost in an earlier system.
One can't help but feel that like Final Fantasy VI, another JRPG for the SNES, Chrono Trigger is tribute, but not to any particular series. It is a tribute to the JRPG genre, and a fond farewell to 2D. Alongside, Toriyama, already a veteran of Dragon Quest, Chrono Trigger is the brainchild of Dragon Quest creator Yuji Horii and Final Fantasy creator Hironobu Sakaguchi. The both of them bringing their unique experiences to this work, creating a game that carries shades of both franchises, but retains its own originality.
All Aboard!
What's going on everyone!?
Today for the #2019gameaday challenge I played a solo game of Ticket to Ride.
It wasn't a very high scoring game but at least I can say I won, lol.
I'm hoping tomorrow we'll actually have some time to sit down and play a game together since we didn't get to for family game night.
As always, thank you for reading and don't forget to stop and smell the meeples! :)
-Tim
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