States of Play

Pages

Tuesday, December 31, 2013

Brave the Halls of Moria!

It's been quite some time since we've visited Middle-Earth.  Not for the lack of trying, however - we've literally been so swamped with mad gaming it's coming out of everyone's orifices.  Yet, the new season starts next game day, and The Lord of the Rings Strategy Battle Game has it's triumphant return to Schedule 1!

This time, we're trying some nifty new things new all around.  The campaign is more of a dungeon crawl than an open wilderness battle.  It's set amidst a fouled reconnoitering of Moria by several groups of Men, and their mad flight from evil while trying to grab anything of value that they can along the way.  The terrain used will reflect the constricted areas of fighting, and the maps will resemble Dungeons & Dragons maps more than the sort we're used to.  Yet, we hope to open a discussion on how this sort of game can be achieved and look forward to sharing ideas all around.

This season's Halls of Moria (which has it's page on the State of Play -->) will be played cross-chapters!  That's right folks, the Smith & Co. down at the Texas Chapter will be fighting for treasure as well!  We will be holding a conference with those guys during a very long overdue reunion that is set to take place sometime in the next week to go over everything, but rest assured we'll see a lot of action in the first wargames season!

We're readying a metric ton of cool stuff to be traded / eBayed off for some of the stuff on the itenerary.  A full inventory and budget plan will be presented on Game Day in the next few weeks.  Big thanks to all the movers and shakers out there - you know who you are.

Be sure to check out the State of Play to get the skinny on the new campaign! We love your comments here, but cruise by FaceBook as well to discuss The Lord of the Rings Strategy Battle Game, or whichever game you like.  Just remember to keep as quiet as a goblin in the dark whilst navigating the unforgiving chambers of Moria...

Monday, December 23, 2013

2014 Campaign Schedule


Howdy folks!

2013 is wrapping up, and so is the last season of the year.  The Toropets-Kholm Offensive has been great fun, and this last year we had five total wargames campaigns.  We had 3 RPG campaigns, 4 if you count Greyhawk as two!  That's a pretty good haul for the year!

So what's in store for next year?  We've got a ton of awesome games coming up, that's what!  We're excited about the upcoming games, and the projects are ramping up.  In order to help facilitate some of those, we're posting the 2014 schedule so everyone can see it.

Wargames Seasons
  1. (January -February)  Lord of the Rings (Schedule 1) and Flames of War (Schedule 2)
  2. (March - April)  Clan Strife
  3. (May - June)  Warhammer 40,000
  4. (July - August)  Warmachine
  5. (September - October)  Warhammer Fantasy Battle
  6. (November - December)  Flames of War
In addition, there are two major RPG campaigns planned for 2014 as well.  In March, we begin a Dark Heresy campaign that will cover the next few months.  We're really going to put some time into that one, and stretch the system as far as we can before adding any of the other 40krpg books to the mix.  After that (November) Legend of the Five Rings, 4th Edition will be on the table to go along with all those clans - what with their strife and all.  I personally am looking forward to that one - with GM Skim at the helm, I'm sure the samurai swords will all be sharp.

Signups will be required for most campaigns coming this year, and we'll get your Lord of the Rings signatures this coming Game Day.  Also, we're excited to be working with The Smith and our Texas Chapter to get some serious gaming done in 2014.  We love working with other game clubs, and to that end there's a lot of potential stewing up.  There's wars and rumors of wars on the horizon, so don't take this schedule to mean this is ALL we're doing next year.

You should still get your giant robots ready, though.  You'll probably need those.  Dragons, samurai and Nazis are all optional.

Wednesday, December 18, 2013

D(emo)-Day at the Cave!

This past weekend, the Wargate hosted a Demo Day at the Cave (our friendly local game store) for Flames of War!  Several club members showed up to help show off this awesome game, and we had great fun with some buddies who frequent the game store.  We made a video cataloging the event, and it's available here for you to check out what went on Saturday, December 14th, 2013.


Please forgive the background noise...

Throughout the two demo games, we answered questions and ran through how Battlefront organizes its' product lines.  There was a lot we couldn't get on camera, but the momentum towards Flames of War here in Ada has definitely picked up.  We're going to do all we can to promote some competitive gaming for the system, and are considering sponsoring a tournament day as well if the interest is there.  Beyond that, there's always the campaigns we run here on the site.  There's always room for more fighters on the Eastern Front!

To everyone involved in the Demo project, thanks for turning out and making it an awesome day.  You guys are great fun to hang out with, and were patient with us for being novices at making web videos.  Apologies for the terrible production value - but we just received our nice lighting rig (courtesy Jerry Wargate) and installed new software for media production.

Now hopefully we'll learn how to use it!

Tuesday, December 10, 2013

Krampustag 2013!

Yummy Krampus cookies from Wendi!
You didn't think we forgot about Krampusfest this year did you?  As you probably know, Krampus Day proper is December 5th - and here we are on the 10th!  Well, this year our Game Day closest to Krampustag fell on the 8th, so Sunday we had a huge feast and the biggest (and most) battles for Flames of War yet!  Yea, though the ice storm cometh, and the trek be treacherous, many of our close supporters braved the icy conditions to bring festive cheer to the Wargate once again!

Death Kommando sez:  Stay in school or they'll put you in the sappers.
We didn't have a visit from Krampus this year, but we did have Death Kommando on hand.  He brought his sappin' toolz to get a lead on the opposition, and personally led a grenadier platoon into combat outside the wire.  I'm sure the kids appreciated his lessons on munitions, but I think they feel that Krampus is scarier even than Death Kommando, and we have to respect that logic.  We're sure to get a proper, authentic Krampus sometime soon!

We had a grand feast of German-style sausage and cabbage, or you could go the fire and get you some Trench Beans and Hardloaf (red beans and corn bread)!  There was plenty to go around, but being the holidays we had a lot of things for the sweet tooth.  Key lime pie, German chocolate cake (which we all know isn't actually German), gingerbread Krampus cookies and a huge vat of hot cocoa.  A merry Festivus indeed, brought to you by fear of monsters!

Hot chocolate and Krampus cookies for everyone!
It looks like Krampustag might catch on!  Every year, we see more and more evidence that Krampus Day is being celebrated in the west.  It's going to be mainstream guys - as more and more people learn about Krampus, it's spreading like wildfire.  A quick Google-ing of Krampus garners a lot of results, but look for the evidence in the mainstream media.  Years ago it was actually the plot of the Venture Bros. Christmas special, A Very Venture Christmas.  This year, it's on Buzzfeed.  Next year, who knows?  I better get a Krampus sweater.

Special thanks to our members who chipped in and made the feast a great and merry occasion for everyone, especially the gals who worked hard to get it together for us.  We are looking forward to next years' feast as well, and you can bet it will be a fun and educational project for everyone to get together on.  It's nice to have good friends, and I want to wish everyone around the globe a very happy holiday indeed!

Wednesday, December 04, 2013

Asleep No More Campaign Log

Asleep No More
A Campaign for Mage: The Awakening


Dallas, the Free City

We now take our first steps into the Free City of Dallas, the Free Council's shining gem of cooperation and innovation in North America.  For mages, it's either a wondrous place of progressive ideology or it's a terrifying reminder that a New Atlantis cannot be built.  Yet for the Free Council, Dallas and most of the American Southwest is a promise of a new future.

Here, the Free Council congregates from many disparate places across the globe.  The Order has built this place from the ground up since it's inception, and unlike many places in the World of Darkness, hope seems to well up from the ground.  Though the Atlantean Orders would love nothing more than to see the whole thing collapse and the Free Council scattered, they have agreed to the Free Council's terms for a relative peace.  However, the price for that peace was great indeed.

The Assembly and the Consilium

The Free Council Assembly in Dallas comprises roughly 20 mages (though there are currently 23) at any given time.  However, support from all over has rolled in since the announcement of the creation of the Free City - a place where the Free Council would raise up through it's arts, and the arts of the Sleepers that lived there.  The Order quickly assumed control of the local Consilium, and the Silver Ladder and Guardians of the Veil moved to squash this new threat.  The politics of the Awakened in the Southwest had changed, however.  This provoked the Unseen War, a quick and deadly battle that played out between the Guardians (with their allies the Silver Ladder) and the Free Council.  The year was 1959.

A powerful cabal of Strategos formed, and organized the normally disparate Free Council into a column (a Free Council military term) that gave the Atlantean Orders the battle they thought they would never face.  Only one Order, the Adamantine Arrow, supported the Free Council's battle against the other Orders - for according to the Laws of Atlantis, the Free Council was in control of Dallas and in this case, the Arrow did owe the Free Council many oaths.

Though the opposition was great, even involving forces outside the Southwest, the Stratego cabal - known as the Executors of the Resolutionary Agenda - successfully guided the Free Council to victory against the Atlantean Orders and expelled them from the city.  The Consilium was dissolved, and the Free Council began to conduct Assemblies, bringing in mages from across the entire Southwest...and sometimes from even further.  As the support for the Free City increased, so did scrutiny from the Atlanteans.  Yet the Adamantine Arrow supported the Free City, and brokered an arrangement with the other Orders.  Wishing to maintain a presence in Dallas without having to fight for it every day, the Orders ceded Dallas, and accepted the following arrangements for their stay.
  • The Free Council Assembly is the final word on the Awakened in Dallas.
  • A new Consilium was created, with one member of each Order including the Free Council.  The Hierarch of this Consilium was originally a Free Councilor, and has been ever since.  This was a peace offering to the Atlanteans - the Free Council would, largely, act in accordance to the ancient customs.
  • Rather than be left to pursue plots against the stability of the region, the Atlantean Orders created cabals that would fit into the framework of the Resolutionary Agenda.  The Orders quickly found a niche for themselves.

The Test of Time

Even though tensions flare between the Atlanteans and the Free Council at times, largely it has been a successful experiment in new government for the Awakened.  However, the mages face many great challenges to their stewardship of the land and the sanctity of their city.  Monsters, other mages and other threats must constantly be kept at bay.  Against all probability, the Free Council has maintained the solidarity of vision they shared so long ago.  Werewolves and vampires are a known quantity in Dallas, as well as spirits, ghosts and other more uncommon supernaturals.

However, the greatest threat to the Free City is the Atlantean Orders themselves, most notably the Guardians of the Veil, and to a lesser extent the Silver Ladder.  Ever since the creation of the Resolutionary Agenda, they have worked both covertly and overtly to subvert the tenets of the Free Council and destroy their work.  In their eyes, Dallas and the Agenda are a danger to the Awakened like no other.  More than once, a concerted effort has been made to destroy the Free Council in Dallas.  Yet they have always been repelled, usually ending with the destruction of the interloping cabals.

The Seers of the Throne take a great delight in the situation, and take advantage of it whenever they can.  The Free Council is more organized and militant here than in most other places across the globe, and their attention is focused on the Atlantean Orders and their attempts to wrest control of Dallas away from them.  However, the Seers are the more dangerous threat in everyone's eyes and are guarded against vigorously.  For this reason, a Consilium exists in Dallas - even if it's rather neutered in it's power because of the might of the Assembly.  However, the Hierarch is a Free Councilor and the Free Council has always maintained that position.

Today the Pentacle exists in sort of an uneasy truce, where the other Orders have ceased (for now) the more violent attempts to destroy the Resolutionary Agenda.  They realize that it would take a horrible disaster to dislodge the Free Council here, and for the way it works the plan is not exposing too many Sleepers to direct evidence of the Supernal.  It's more of a controlled funneling of information into mainstream media, and the Atlanteans have more power in the global world.  TV shows from Dallas might have Supernal clues in them, but there would be serious hurdles to take that program worldwide.

Yet a strange foreboding has descended upon the Free City.  Atlanteans and Councilors alike feel this uneasy dread, and many mages have looked for portents and signs of what might be on the horizon.  A great spiritual power has come to the city, and the beings of Twilight and Shadow have become active in greater numbers than ever before.  Whatever happens next might be of great impact to the Free Council, it's shining city of hope and all the Awakened within.


Caine Funeral Home, located on Elam Road at the edge of the Great Trinity Forest.

Mandating a New Cabal

In response to the upsurge in spiritual energy, the Executors of the Resolutionary Agenda, acting with their allies in the Adamantine Arrow and the Free Council of the Dallas Assembly, created a new cabal for the express purpose of maintaining a greater watch over the city's spirits and verges.  Many gave their own apprentices, and an old sanctum was repurposed for the cabal's use.

This was nearly two years ago.  Now, the Gatekeepers (named for their responsibility of keeping a watch on the verges) have established themselves as capable and honorable, despite the fact that they are a mixed cabal.  This isn't an issue for most in the Assembly, but the other Atlantean Orders frown upon it.  Despite that, the Gatekeepers are integral to the smooth maintenance of the Dallas area and the Orders know it.

The Gatekeepers tend to attract Sleepwalkers.  Some of close acquaintance are even inducted into the knowledge of the existence of the Awakened, and bound to the cabal through oaths.  This is generally regarded as a good thing, as the increased level of Sleepwalkers in the city points to the effect the Agenda has had on the populace.  However, other Awakened are still leery of other cabal's Sleepwalkers.

Today, the Gatekeepers are working on relations with other Atlantean cabals and reaching out to some of the more powerful cabals in the Assembly.  Though they have a great deal of support, theoretically any of the cabals in the Assembly or the Consilium can call upon them - though the other Orders are loathe to do this.  However, the Gauntlet seems to be weak and the city is bursting with verges.  It may only be a matter of time before their expertise is called upon, but as always the Atlanteans can't always be trusted.



The Cabal
  • Big Chief - Adamantine Arrow Obrimos
  • Johnny Arcane, Jr. - Adamantine Arrow Moros
  • Jonas Stone - Free Council Thyrsus
  • The Breeze - Free Council Acanthus
  • Libram - Free Council Mastigos (Deceased)
  • Detective Danko - Southeast Division Homicide Thyrsus
  • Art Jones - Paranormal Radio Host, "The Truth" on KWAC AM
  • Wang Chung - Free Council Mastigos
Allied Cabals
  • Executors of the Resolutionary Agenda
    • This Free Council cabal is the most powerful politically.  Under it's supervision, the Gatekeepers cabal was formed.  A hereditary cabal, it has made manifest the Free Council's agenda in Dallas over the last fifty three years.
  • The Fist
    • John Arcane, Sr. belonged to this cabal of Adamantine Arrow enforcers.  The remaining members are of the older generation, and their position is challenged by the Dragonmourn Chantry.  The members of this cabal mentored the Arrows of the Gatekeepers.
  • Southwestern Paranormal Outreach Program
    • This Free Council cabal was the first to offer assistance to the Gatekeepers during their formation, and the alliance has held ever since.  Drake Bracken is a member of this cabal, and the tutor of Jonas Stone.
  • The Mainstream Media Movement
    • This cabal of Free Council mages is a powerful group of media magnates operating radio and television stations in and around Dallas.  Chrysanth, the tutor of Libram, is a member of this cabal.
  • The Reliquary
    • Dallas' cabal of rather "open minded" Mysterium mages, they serve as guardians of the city's hereditary Communal Library and the mysterious Vault within.
    Neutral Cabals
    • The New Digital Order
      • This Free Council cabal has evolved the use of the internet in techne.  They foment and advance the use of digital media for the Awakened.
      • The Lighthouse
        • In Dallas, the Silver Ladder's representatives comb the area for signs of new Awakenings.  Though they usually try to induct those they find into the Ladder, they perform a valuable service for the Awakened City.
      • Dragonmourn Chantry
        • Strictly traditional Adamantine Arrow cabal that has recently relocated to Dallas.  Fiercely devoted to the Consilium, the Chantry has focused on removing one of the pillars of political support to the Free Council - the Fist.  They are the next generation, and see themselves as replacing the Fist as the Arrow in Dallas and in so doing restoring the Consilium to true power over the Awakened.
        Rival Cabals
          • Los Nombre Cinco
            • An Apostate cabal (mages who do not belong to an Order), these nasty and criminal mages from Mexico perform all sorts of nefarious deeds in the Southwest.  It is unknown the true nature of their magic, whether they are Scelesti or just criminals.  However, they are a known danger and enemy of the Awakened in Dallas.
          • The Progressional Forum
            • The Guardians of the Veil have settled into the Awakened City and used their clout to assume control of much of the Sleeper civil police and even many popular politicians.


          Asleep No More Chronicle Log  
          Total Time66.5 hrs  (12.1.13)


          Awakenings

          Total Time25.5 hrs  (9.8.13)
          1. Paths & Orders (8.4.2013) Total Time4 hrs - The characters are created and we glimpse each of the cabal members Awakenings.  The vast prehistory of the world, and other mystical secrets considered to be known by those inducted into an order are discussed and the Sanctum is created:  the Caine Funeral Home, near the Great Trinity Forest.
            • The Gatekeepers are a newly formed cabal based around the legacy of an older one.  They were formed to keep a watch on the city's verges, and deal with spirits and other anomalies when they arise.  (4 hrs)
          2. Spells & Spellcasting (8.11.2013) Total Time4 hrs - Our new cabal comes to grips with their power over the Arcana, and we see their first spells as well.  The character's nimbus' are explored, along with other facets of magic such as rotes, sympathetic casting, vulgar vs. coincidental and even the dreaded Paradoxes.
            • Art Jones and Lt. Danko share some of their backstory, and we find out how many connections there are between these Sleepwalkers and the Gatekeepers cabal.  The mages learn how their magic works, and we witness a relatively minor Paradox that doesn't really harm anyone - but serves as a horrible warning of what can happen when magic is used carelessly.  (4 hrs)
          3. Cabals & Consilium (8.18.2013) Total Time5 hrs - The cabal is inducted into the workings of the local Consilium.  The cabal learns of the many uses of mana, as well as the mechanics surrounding their hallow.  Things are not well, and Johnny Arcane Jr. steps into the position of provost to a councilor of the Consilium and sponsor of his own cabal, Erzebet of the Fist.
            • Art Jones has a segment on his show about ghosts, which segues into discussion of a phenomenon known as "shadow people".  The mages decide to "nudge" Jones, and an outreach is made to the radio station through friends in the Mainstream Media Movement.  Meanwhile, Detective Danko is obsessed with old files and cold cases.  He is visited by a strange fellow interested in his most obtuse of old cases - the brandings, where the only evidence was a pile of bodies marked with strange symbols burned directly into the flesh.  Forensics couldn't determine the nature or source of the burns, and no pattern could be discerned from the marks.  Everyone tunes in to Art Jones, who has gained some local celebrity.  The cabal arranges to pose as a "paranormal investigation" team and sets up a meeting with Art and his producer to plot Art's next ratings boost - a series of ghost hunting trips starring himself and his new "expert" friends. (5 hrs)
          4. Twilight & Shadow (8.25.2013 through 9.1.2013) Total Time8 hrs - The cabal begins it's foray into ghost hunting with radio host Art Jones in tow.  The cabal meets with Silverflash, a member of the Mainstream Media Movement, who takes them to a private lunch with Art and Reggie.  After planning out the first expedition, the cabal heads to the House of Dark Shadows.
            • As the cabal abjures and experiments with the ghost of a little girl, Lt. Danko gets a file thrown on his desk.  It reads 'missing persons', but he's informed that they are considering homicide, which is where he comes in.  Danko heads to the missing guy's address, but only finds one lead - the guy in the apartment one level above him seems a little unhinged.  They speak briefly, but the young man becomes agitated and enters his apartment, bidding Danko to leave.  Danko attempted to get a warrant, but instead broke down the apartment door and entered.  Danko was shot twice, and incapacitated.  Neighbors called paramedics while the young man exited his apartment and fled.  (4 hrs)
            • Danko wakes up in a hospital, with his captain and Internal Affairs breathing down his neck.  Turns out there isn't much to conflict with Danko's story, as they can't find Terry Fenner (the gunman).  The cabal gets with Art Jones, and during the investigation some connections are made.  Danko shows up on the scene, and they begin searching Darkplace apartments.  After a tense investigation involving interviewing the young couple that is the subject of Art's segment, EVP's and some camera work they can find no trace of the Shadow People, but do startle some drug addled teenagers! (4 hrs)
          5. Threats Upon Threats (9.8.2013) Total Time4.5 hrs - The cabal finds itself thrust into Awakened politics as the threats to their position begin to make themselves known.
            • The cabal is visited by Hester, of the Dragonmourn Chantry, who demands an audience with the Councilor Erzebet.  As Provost, Johnny Arcane Jr. attempts to contact her, and she responds by implying that the Dragonmourn can wait until the next Consilium.  The cabal brings Art Jones to the sanctum, and plan the next segment of their documentary.  Reggie extracts a strange video from Terry Fenner's laptop, and it depicts what appear to be Shadow People taking an offering - a sedated victim strapped to a hospital gurney.  After the Free Council Assembly, the cabal goes to the last haunted house in an abandoned housing tract.  There, they find a gremal spirit, and discorporate it after it crosses from the Twilight into the material world via Johnny Arcane's Ghost Gate.  Satisfied they have plenty of great footage, they pack up and head back to the sanctum.

          Tribulations

          Total Time23.5 hrs  (11.3.13)
          1. The Harvesters (9.15.2013 through 9.23.2013) Total Time3 hrs - Faced with many enemies and challenges, the cabal decides to focus on the enemies that the Free City faces.  Apostates, Banishers and Seers of the Throne are dangerous external threats, but the cabal must also be wary of mages within the Consilium.
            • Commissioned by the Reliquary to retrieve an artifact known as the Cell, the cabal heads out of town to the I-20 Donut Hole.  There they meet Christie Reese, a fence who has a lead on the artifact.  However, a short while later they receive a text message from Christie, who has apparently run into trouble.  The cabal heads out to the motel where they were supposed to pick up the artifact, and find Christie's car.  After talking to the lone tenant of the motel, the cabal strongarms the desk clerk and find out that the men at the rest stop across the interstate might have something to do with her disappearance...  (3 hrs)
            • As Danko and Art Jones pow-wow on what they think the cabal might really be into, the characters continue their hunt for Christie Reese.  The cabal crosses the street to enter the small rest station, and finds some guys inside the store.  Big Chief pulls a gun and starts asking questions right about the time that Johnny Arcane clubs his friend stacking beer in the back.  The two men end up dead after a brief gunfight where everyone but Libram and Stone are hurt.  Stone leaves immediately and calls a cab to get back to town.  Big Chief and Arcane hide the bodies in a ghostgate, and call Danko to come help.  Libram watches from the shadows as the sheriff arrives, and the bloody Arrows come out of the convenience store.  The sheriff is confused, and orders them onto the ground...but the next few moments leaves the sheriff dead after being run over with his own truck and then executed point blank by Danko after he arrived.  The session ends with the cabal split up between two different cabs and Danko's car, headed back into Dallas and nursing gunshot wounds.  (4 hrs)
          2. Tribulations (8.29.2013 through 11.3.13) Total Time20.5 hrs - The cabal makes amends with the Reliquary, and begins to move into full production of Art Jones' show.  Danko returns to active duty, and the cabal faces a new threat...a Banisher!
            • After meeting with Mr. Sleet and reaching an understanding with the Reliquary after losing the artifact, the cabal begins to track the suspected Banisher.  After some serious sleuthing, the cabal enters her supposed home in the twilight...and they think someone there could see them!  (4 hrs)
            • Entering the house in the real world, the cabal begins to do some snooping but finds the home very bare.  Trace evidence reveals some sort of temporal enchantment and resonance, but they are unable to pierce the occultation with their scrutiny.  Soon after, armed men arrive to make the home very uncomfortable for the cabal.  In the escape, Johnny Arcane is wounded severely and the Breeze takes a hit, but the cabal escapes the home and the armed men.  Later that evening, plans are made with Danko and Jones - and the cabal decides it's time to let them in on the secrets.  Aided by Tyrok and Erszebet of the Executors, the cabal begins to take Danko on a journey through astral space to find his watchtower!  (4.5 hrs)
            • Wrestling with their own fears and inexperience, the cabal enters astral space and find Danko on his Oneiros.  Running through several scenes of the shared dream, the cabal manage to negotiate the dangers of astral space and get close to the threshold of the supernal.  After encountering strange astral creatures, including Danko's daimon and a guardian of unknown origin, the cabal wakes up in the spirit hallow, and Danko goes on to truly Awaken!  (2 hrs)
            • Danko is taken to Macedon's safehouse, and a meeting is called.  The cabal deals with their newly Awakened charge.  Art Jones' radio station is picketed by the New Commandment Fellowship, and shortly thereafter armed men bust into the studio.  Art is roughed up, and the program director of the station is murdered.  (2 hrs)
            • The cabal hunkers down to prepare for the next leg of the unfolding events.  Danko joins the cabal formally, and when presented to the Consilium raises some concern with the Progressional Forum and the Lighthouse.  Danko doesn't hide his old name well, and many different mages from different factions seem to know it.  The Progressional Forum flexes it's muscles and gets Danko removed from duty over some of his recent decisions - mainly choosing the Gatekeepers over the Progressional Forum!  (2 hrs)
            • The cabal is attacked in the night by sniping gunmen again, and Johnny Arcane is wounded.  The team holes up for a day or two, drawing in their resources.  Art Jones is made aware of the spiritual war as Detective Danko is attacked by what was revealed to be the Banisher Susan Reed.  Big Chief met with Terminus of Dragonmourn Chantry, who warns of the coming upheaval and makes overtures of co-operation in the "changing of the guard".  Later, the cabal gets a hot tip about where their Banisher foe is hiding - a new church of the New Commandment Fellowship.  The cabal makes a move and heads to the church, but a fight breaks out pretty quickly.  Susan Reed and another woman are killed, and the rest of the church escaped, even hurt badly - Johnny Arcane, Big Chief, Libram and Art Jones are dying.  Jonas Stone does what he can and stabilizes them, but Libram dies of his wounds.  The cabal limps home and calls Erzebet for help.  (6 hrs)


          Shadow People

          Total Time18.5 hrs  (12.1.13)
          1. Action and Inaction (11.10.13) Total Time2.5 hrs - The cabal licks its wounds and begins to heal, but are only three men and a sleepwalker as Johnny Arcane has disappeared.  Art Jones' show goes live, and his fame begins to pick up.  Yet something strange happens at the sanctum, and a mysterious stranger appears.
            • Black Viper, a mage claiming to be the last member of a cabal called the Dark Fist, appears at the sanctum to steal the map Libram had decoded.  The cabal found him in the catacombs, in an area they've never seen open, placing the token of a defeated mage in the tomb of his long dead friends.  Black Viper stresses the need for secrecy, especially concerning the fact that he's not dead.  He leaves with a dire warning - the wizards he fought were dangerous indeed, and one of their apprentices still lives, and he tracked him to Dallas.  (2.5 hrs)
          2. Veils and Ladders (11.17.13 through 11.24.13) Total Time10 hrs - The cabal has inner turmoil when Johnny Arcane returns from being schooled in arcane dueling with Shogun.  However, when the Lighthouse offers more support if the Gatekeepers aid them with a problematic verge, the cabal springs into action.
            • KWAC is infested with shadowy spirits, and Art Jones is attacked!  Turns out, a mage was there earlier that day, opening a Spirit Gate and drawing malicious spirits through.  The Gatekeepers arrive to check it out, but find only traces of magic and not a functioning Spirit Gate.  Despite this, the show with Dr. Fong Wei is a hit!  The players travel to meet the Lighthouse mages at a donut shop, and are told that dangerous spirit activity was occurring on their turf.  Agreeing to overlook the breach of protocol involving Heckler (Danko) and his awakening, they direct the cabal to an old property to investigate the area and learn the cause of the disturbances.  Inside the old hovel, a run down and vacant duplex apartment, the players find a gurney and a black mark on the wall - one they had seen before in a video.  (5 hrs)
            • Shadow people erupt from the black mark on the wall and attempt to take Jonas Stone across the Gauntlet!  They cannot bring him across, however, as his Awakened soul knows better.  They savagely beat him, and cross the Gauntlet to get away from the cabal.  The hospital gurney from the video is identified as the locus, and the players call the Lighthouse to report their findings.  Satisfied, the Lighthouse tells them to lock up and leave, and leave the locus intact for them.  The next day, members of the Progressional Forum call the Gatekeepers back to the donut shop (a shared hangout with the Ladder mages) and explain a verge has popped up in their territory and is causing problems, including several disappearances.  The cabal travels to the verge, a viadock looming like a bird of doom as it shifts - and cracks.  As soon as they step beneath it, they are put through a one way verge and are in the spirit world.  The place is one of horror and loss, and through the dense purple fog they can sense many spirits about, including a terrifying encounter with the Meat Grinder, a spirit train.  The cabal detects shadow people and wisps, and Heckler attempts to approach and speak to them in the First Tongue.  However, they don't seem to be friendly - pouncing on Heckler and incapacitating him.  Stone and Big Chief fight the two shadows and discorporate them, and give Heckler first aid.  They find a mystic circle, with a pair of what appear to be human eyes within.  Scrutinizing the spells, they find that somehow the spellcaster they are chasing forced the verge open for some purpose.  Soon after, a strange spirit, Topak-Omak arrives on the scene.  It resembled a giant owl, with Atlantean runes hanging on little chains all over it's feathers.  After communicating with it and striking a bargain - the cabal is armed with more knowledge about their foe than ever before, and perhaps have made a powerful ally in the spirit world.  (5 hrs)
          3. Sanctuary (12.1.13) Total Time6 hrs - The cabal visits the spirit world at the Caine Funeral Home, and find a fortress there presided over by a "Lord".  They attempt to gain entry, but are blocked by a guardian and an attendant, who tell them the Lord of the Fortress would "send for them".  Thereafter, the cabal receives a phone call from Mr. Sleet of the Reliquary asking for the Gatekeeper's presence, as they might have a problem...
            • The cabal finds the Reliquary strangely unguarded, and after finding a pool of blood inside they become alerted.  Using their magics, they force their way downstairs, past shadows and wisps...in pursuit of a pair of living consciousnesses.  They find their apostate scelestus with a beaten and unconcious Mr. Sleet, and while the shadows close in do battle with the enemy mage.  After subduing him, putting out the fires, repelling the spirits and providing first aid to Mr. Sleet the party returns upstairs for answers.  Turns out the culprit is El Phantasmo Hambriento, and he killed Mr. Snow on the way in.  Snow is buried at the funeral home, and the cabal eases into a new, less threatened routine.  As the chronicle closes, Johnny Arcane finds his token of invitation from the Lord of the Fortress.


          We had a blast this year with Mage: The Awakening, and put a lot of hours into learning how to wield supernal magics.  The World of Darkness and the new line of products are a ton of fun to play, and we've seen they can provide a range of playstyles to suit your game group.  I think everyone has a better grasp of what's involved in an investigative style game now, and I'm sure that will only help mitigate the death toll the next time the Gatekeepers venture into a dungeon of death.

          Thanks to everyone who played in the game and devoted their time and energy.  These characters will be back for the next segment of our continuing saga of the Free City of Dallas and our cabal of intrepid explorers of the Shadow Realm.  Next time, all that spellcasting will come naturally - and we can get to the serious business of conjunctional arcana!

          Monday, December 02, 2013

          Double-Duty Kits Make Costs Double?

          Oh, Games Workshop.  Your pompous arrogance is the cord that is strangling you.  According to your latest reports, it seems as though you aren't selling as many kits as you were a few years ago.  In spite of that, your profit margin seems fine.  From that, one can only deduce that even though you're selling fewer kits, you're making just as much money as you have been and are even experiencing slight growth in revenue.

          Today's rant is based on a concern that has risen in the last few years here at the club and it addresses this very matter.  It's old hat that a portion of the veteran community has been put off by your actions, and you've even told us you don't care about any of that.  We're going to move past all those hurt feelings, and talk about the practicalities of what this means for us going forward.

          The other day, we were plotting out Bignutt's Lizardman army and calculating what the cost would be to add 250 points to his army to round it off to 2000 points.  He told me there was a new skink unit he wanted, so we added it to his army list (he likes skinks) and then went to put the buy in the Collective's itenerary.  I was shocked when I learned the asking price for this model.  Really.  Let me explain.

          Until only recently, this sort of model (in metal or resin) would cost around $40 to $50 USD.  That's reasonable, it's the equivalent of a tank.  However...GW has created a new practice I like to call the "double-duty" kit.  It's through the use of this method that GW has sustained it's profit margin even though sales are dropping off like lemmings from a cliff.

          You see, the Troglodon/Carnosaur kit is currently priced at $85 USD.  That's nearly double what I expected this model to cost.  Is it really that expensive?  Let's examine this kit and a few others.

          The kit comes with the pieces you need for two models, the troglodon (with skink rider) and the carnosaur (with saurus rider).  You're not getting two kits - you're only getting one.  Take a careful look at these two pictures and you're realize the only thing different is the rider and the head of the monster.

          It goes without saying that it comes unpainted and unassembled, but you should consider that point as well.  I expected this kit to weigh in at $50 USD or so...but $85??  For real?  What is going on here?  Is that extra head and model (whichever rider you don't use) really worth the cost of the kit almost doubling.  I call shenanigans (once again) on GW.

          This is by no means restricted to this kit - it seems to be GW's new initiative.  They have phased out metal.  Now they are phasing out Finecast.  Now they want $30 USD for single pose plastic miniatures on a tiny sprue.

          Consider also some of the "elite" kits that have come out in the last few years.  Skeleton Warriors cost roughly $28, but Grave Guard weigh in at $50 USD for the same number of models.  Ditto the equivalents for Black Orcs, Tomb Guard, Greatswords, etc.  

          Granted, the new Dark Elf release is better, so they might be sensing this isn't working out.  The Executioners/Black Guard kit costs the same as these other elite troops, but is a double-duty kit:  you can make either Executioners OR Black Guard.  That's more plastic in the box for the same price, but at this point that's not worth anything either.  You were only going to make one unit anyway, except now you have a ton more bits for you bits box.  That's usually a good thing, but remember you're talking about units - that's only 10 men per box, meaning you're going to have a LOT of the SAME spare parts.

          White Dwarf itself has experienced this blatant price-gouging.  The price has risen steadily for the print magazine, and now it's $10 an issue.  Over the time the price has risen, but the content has deteriorated to the point that it's basically just a monthly release catalog that showcases some rudimentary painting articles.  Haven't you noticed that the paints do everything now, and there's no longer any need to mix paints?

          White Dwarf no longer includes fun gaming articles and the design studio in general seems to have completely thrown rules balance out the window - while at the same time GW makes digital rules available online.  New today:  add Be'lakor to your Chaos Space Marine army by buying the digital download for $4.99.  Shouldn't those rules have been in White Dwarf to begin with?  Shouldn't I have already paid for that?

          Note that though the cover price for White Dwarf has increased steadily over the years, the price for a subscription has not changed from $100 USD in at least 12 years.  Really?  What does that even mean, other than it's obviously not a production cost?  After this month, I'll no longer collect White Dwarf.  The newest issue won't be readily accessible for the club, and we won't even care - we quit noticing White Dwarf a long time ago.  I do have a contiguous run from 1997 to 2013, so that's neat.  The only new White Dwarfs I'll get will be old ones.

          The reason this keeps coming up is the sheer volume of gaming materials we buy as a club.  We literally have a stake in every release GW makes due to the fact that there are only one or two armies across all their games that we don't play.  We're going to build up bits we can never use in the bits box with every buy of a double-duty kit.  Yet that's the genius of the Collective.  Through this careful planning, we have actually reduced by a great deal the amount of money that is projected to land in GW's hands on behalf of the club - and if they could see the numbers they would not like this at all.

          Are those extra bits worth it?  I think it's apparent this is a price gouge - if Empire State Troops, Dark Elf Corsairs and Warriors can have two or three builds in the box at $28, why do these certain kits cost double for the same thing?  This sort of thing limits what people will spend, GW.  It's not the other way around.  I know that at least in this particular circle, this is only going to lead to a steady dwindling of sales, which will trickle down with every push until it is ultimately nothing.

          Friday, November 22, 2013

          Collecting Gaming Miniatures


          Problems and Solutions

          The Gatekeepers are so lucky, as a game club.  We have a unique dynamic, one that's  basically unheard of in the gaming world.  The regularity and stability of the club, coupled with the fact that we are as close as any family, gives us a lot of opportunities that other clubs simply don't have due to the disparity and unfamiliarity of most club members.  As a private club, we have cultivated the demeanor that we alone share the Wargate and everything that it is.  I can tell it means a great deal to everyone, simply by the fact that even though active membership isn't as high as it was last year everyone is much more willing to work together to solve our dilemmas.

          Recently, there has been a lot of grumbling about Games Workshop and what they mean to us in the hobby.  We've considered many paths to alleviate the alienation they have caused us, including the extreme measure of removing GW games from the club schedule entirely.  After several months of deliberating the consequences of any choice we made here, we decided that more direction is needed in the collecting of miniatures and rulebooks.  It's not that we were spending too much money, but due to the fact that everyone feels they need everything we're getting a lot of redundancy in miniatures.  It is no coincidence that it is GW models and rulebooks that are being duplicated beyond any reasonable use.

          Therein lies the issue.  Everyone is complaining about the cost of keeping up with the game.  Now, in reference to GW - we have decided that the club shall keep pace with the game as much as possible.  Yes folks...as of right now, we're on board with Warhammer Fantasy Battle, 9th Edition.  So what are we changing that makes this not only feasible (going forward), but agreeable to everyone in the club?

          It's the dawn of a "New" era here at the Wargate.  We are formalizing the "Collective" that we have been talking about for the last three years.  We have already all been working together to create terrain, purchase miniatures and furnish supplies - so much in fact that it's already integrated into how we do things here.  So we're taking it one step further.  From now on, we have a realized agenda we are working towards together.

          The Collective allows us to store and keep track of the thousands of minis, as well as utilize them to the fullest.  You already keep your miniatures, rulebooks and supplies here.  So after three years of trial and error, we've finally sussed out a better method where we can both save money and have more armies across more wargaming periods.

          Okay.  What am I actually trying to say?  Well, I'm inviting all current members to voluntarily join the Collective, but I don't assume to speak for anyone.  For those of you wondering exactly what this means, let me break it down for you with a brief rundown of what we provide for the club now, versus what we'll be able to do in the Collective and what it will require of you, the individual.


          Current Club Provisions
          • Venue and Web Resources
            • A place to game and a place to hang out on the web to keep in touch during the week.  Both of these form the most important facet of the club - a cornerstone that is always accessible.
          • Voluntary (Non-Existent) Club Fees
            • There are no club fees currently.  There is a tithe jar that is collected yearly, and there are special projects (such as the Bones Kickstarters) that members can contribute to if they wish.
          • Shared Terrain Inventory
            • The club provides all terrain needed for the games.
          • Storage
            • We currently store the overwhelming majority of miniatures that every club member owns.
          • Guidance
            • We teach how to play the games, what miniatures to get, help create army lists and discuss tactics, modelling, character building and every other facet related to our games.  Currently, members are responsible for acquiring the rulebooks that pertain to their armies and all miniatures for their armies.  
          • Model Supplies
            • All material concerns are addressed by the club, and all such materials are stored here for all members to use.  This includes paints and basing materials, but also specialist materials such as Quickshade.
          • Shared Projects
            • A old idea that will receive a new initiative next year, on some Game Days we will work on various projects as a club.
          • Shared Rulebooks and Miniatures
            • Rulebooks and miniatures stored here are readily available for use by club members.  We trust each other implicitly - no one's going to wander off with something that doesn't belong to them.
          • Painting and Modelling Services
            • Any assembly or painting of models is readily available for those who find themselves overwhelmed.  The painting is a little slow (because it's just me), but we're going to pick up the pace next year.  This is free of charge, except for any materials you wish to be used or if you wish a "rush" to be placed on the project.
          • Purchase Power
            • Though we are not a retail outlet, our connections mean that the club itself is the best place to procure the materials for your next project.  You can simply let the Project Coordinator (myself) know what you need, and we can probably procure it cheaper than a retail outlet.  In some cases, payment will be required before the order can be processed, but your piece will be here (most likely) the next game day.  We also handle eBay auctions for unneeded materials.

          What Implementing the Collective Requires of Us as Individuals and a Club
          • Acknowledgement
            • Joining the Collective simply requires an acknowledgement that you are part of it.  From that point on, the Project Coordinator will pay close attention to your armies, narratives and characters in order to see the army completed, painted and on display on the web.
          • Co-Operation
            • Once you join the Collective, you will be prompted to a project of your choice (modelling, painting, terrain or web articles) from a list of what we need completed that season - every season.  This will allow us to spread our work around at the same time we focus our efforts.  This is a hobby, not work - but sometimes it's easy to get overwhelmed and stall in the face of the enormity of the task.  By cooperating on priority projects, we're going to make sure everyone gets the satisfaction of a job well done. In addition, this method will allow us to complete more projects next year than ever before.
          • Minimal Mandatory Contribution Fees
            • This one is tricky, but it's not as bad as it sounds.  First of all, let's clarify - the Wargate is funded primarily by two individuals, and our commitment to that is stronger now than ever before.  We have resolved to buy all relevant materials for the club for a lot of reasons, but the primary one is storage.  Multiple copies of the same book aren't doing anyone any good, and it doesn't do the club good to need those rules when we have the models, but they aren't here.  Therefore, the club will buy and retain the ownership of these rules.  The only mandatory fees we are instating is this:  a small donation during the pre-release of your army, and when a new edition of the game is released.  This spreads the monetary investiture around, and gives us all a sense of ownership.
          • Answer the Calls
            • Hobby Event days will occur once per season next year.  These will have associate articles called "Call to...".  Check out our upcoming article "Call to Paint:  Reaper Bones", coming soon.
          • Team Spirit
            • If you're not enthusiastic about this whole thing, you do not have to join the Collective.  All the benefits of being a club member will still apply to you, but the Project Coordinator will be focusing on completing the projects in the Collective exclusively.
          • Storage
            • Storage space will be reduced as armies owned by members of the Collective can share the same case.  For example, we have two Necromunda cases that carry all the forces for all members of the Collective - rather than having six individual cases with unused room, or placing the smaller forces in cases with larger ones (thus obscuring their location in the lockers) it will all be centralized and easy to locate.

          The Benefits of the Collective
          • Improved Venue and Web Resources
            • The Collective will see improvement of the most important parts of the club through the implementation of the other points on the plan.
          • Individual Monetary Investment Decrease
            • Despite there being the mandatory contribution fees, they don't always apply to everyone and are entirely subjective.  This means that if you don't buy any models, you'll only have to contribute $5 or $10 every couple of years.
          • Improved Terrain Inventory
            • We will be able to both purchase and build the planned terrain for the three current tables much quicker by splitting the costs for materials and sharing the projects.
          • Improved Storage, Cataloging and Sharing of Models and Resources
            • It will be easier to find models and we'll have more storage space in the lockers.  We'll never have duplicated codexes or too many of the same redundant model we can't find any more uses for.  However, we do ask that you donate cases of the appropriate sort when you need one.
          • Coordinated Guidance
            • In addition to the guidance we already give, we will use the guidelines currently in place to list armies in the Collective to enhance everyone's play by making everything ready to go at a moments' notice.  You'll receive a versatile set of tools you can modify your army with, by augmenting it with similar forces in the Collective. 
          • Model Supplies and Other Shared Resources
            • This remains largely the same, except that more tools, paints and materials will be available.
          • Painting and Modelling Services
            • Painting commission speed will increase, and members will have guidance in painting their forces up for the website.
          • Purchase Power
            • Under the Collective's ideas for completing projects, most forces you purchase will be listed long before you actually drop any cash.  In this way, we can reduce the painful process of collecting a new force to bite sized chunks that are themselves projects and showcases for the website.  Under this method, you will design an army with the Project Coordinator so he can build a timeline for your project and create a custom case.  Usually these will be broken up into three or four blocks to be completed one per season.  That means that from scratch, you'll go from an army plan to fully painted army in an absolute maximum of four seasons in that game.
          • Subsidized Army Building
            • There will be several options available to members who want to game, but either can't afford one, don't have the time to be here every Game Day, or are simply daunted by the prospect of modelling / painting.

          All this mostly applies to wargames, but we also have a huge collection of miniatures for use in roleplaying.  We have to divorce ourselves from the idea that as a club we have to be "monogamous" to a company or game.  Nothing could be further from the truth, and I believe that focusing on one thing to the exclusion of any other is highly detrimental to a game club.

          Games Workshop is the primary provider for most of our miniatures (especially those dedicated to wargame armies), mostly because of our long history with them, but they definitely aren't the only company out there anymore.  Going forward, we intend to introduce more house rules for gaming, but one I can tell you about right now is that armies for GW games need not necessarily be GW models.  Though on the whole they are nice looking models, most GW models have a stylized, cartoony look - and some are just plain stupid looking (I'm talking about you, Space Marine Centurions).  Couple that with the most disconnected public relations, and the most utterly illogical pricing schemes in the industry and you understand why people don't want to start new armies.

          We're going to fix that.  There are many alternatives out there, and if you're looking for one the Project Coordinator will be able to suggest the best choices for your army.  If you're on a limited budget you can still start an army!  Here are some of the other companies we use for 25-30mm gaming (those scales are close enough they can be mixed).  I'll talk about scales other than 25-30mm in another post.  For now, know that Battlefront and Plastic Soldier Company are the primary producers of the 15mm models we collect.  Currently, the only game of that scale being played is Flames of War.

          Wargames Factory is one of our top favorites.  We have a lot of these kits, and only want more.  There are a lot of models that suggest themselves as obvious alternatives to GW kits, but these kits are more historical in flavor.  However, the plastic material is great and lends itself to conversion really well.

          Reaper Miniatures is another fantastic company, and their new Bones line is taking off enormously.  I don't recommend converting Bones, but Reaper also makes a large line of fantastic metals.  All of these miniatures are affordable and have a high standard of quality.

          Privateer Press minis have seen a rise in popularity here, both as armies and as individual RPG characters.  We're sure to see more of these minis appear, as Warmachine is one of the most popular new games at the club.  However, there are also plenty of great minis that would be awesome in the RPG collection - there are already a couple of Iron Kingdoms minis in there already!

          There are a few smaller companies that make up minority sections of the collection.  A few years ago when we began plotting for Clan Strife, we bought a lot of the Legend of the Five Rings models when Valiant reissued them.  Astoundingly, there aren't many Ral Partha minis in the collection, but there are a few good ones.  Even though they are old, those Ral Partha sculpts are classic and we pick them up when we can.  There are also various pieces from lots of manufacturers and games, such as a few blisters from the old Warzone, but they don't make up a significant portion of the collection.

          I have long hated pre-painted miniatures, but for RPG's my stance has softened somewhat.  The old D&D prepaints were utter garbage, and I hate them.  That said, the new Pathfinder plastic pre-paints are of a much superior quality.  I love those.  We've been talking about a club initiative that would provide us with a large number of Pathfinder pre-paints as they are released.  These minis are ubiquitous for many games, and can function across a wide variety of rulesets and settings.  Also, they are pretty cheap for something you don't have to construct, paint and base.

          There are others that are on our list as well.  Warlord Games has a fantastic set of lines, Perry Miniatures make some fine historicals, as does Osprey.  Mantic has some neat models that are sure to find their way to the game table in one form or another.  These are all alternative sources for GW models.  Check out the Links column to the right for a giant list of awesome manufacturers.

          Our collection is huge, and it's only going to get bigger.  By putting ourselves on the same page (figuratively) we'll be able to progress through projects much faster.  Completed armies are a source of much pride to the owner, and hopefully we'll see a lot more of those (and an even higher morale for the club) by the end of 2014.  See you on Game Day!

          Thursday, November 14, 2013

          Rulebook Ruminations - Mage: The Awakening


          Previously, several of my Rulebook Ruminations have involved World of Darkness books.  I hesitate to call it "new", simply to differentiate it from the "old".  It's not new anymore, and the "old" books are ancient history.  So why do I ruminate on these books more than some others?

          First of all, it's not secret that I enjoy the World of Darkness line over the "old" line.  It's just better.  I know there are a lot of folks who will gnash and growl at that statement, but for me it's not only true - it's a hands down win for the "new" line.  There is no contest.  I'm not even going to go into all that, as we've already done that before...I just wanted to clarify that bit for anyone who was just joining us.  I believe that almost every aspect of the new line is better...that is, production standards are higher.  The books look nicer, and reading through various titles you get the idea that this was all designed before it was broken into sale pieces such as this volume.  We'll get back to this later.

          We've played a couple of chronicles with the new system...but this is the first supernatural chronicle we have embarked upon.  The others were explorations of the system as normal mortals (for the most part), and certainly no one had a supernatural template in Hunting Humans or The Rough Edge of Night.  All that malarkey about vampires or werewolves back in the day is out - and mages are in.  This will definitely color the scope of the system for us in the years to come, and I think this was the best decision.  Nobody really has been into vampires since the 90's, and werewolves went out when Twilight came in.

          The new system lends itself well to this sort of play.  Some names are turned around from Mage: The Ascension and the "old" World of Darkness in general, such as Gnosis being a mage trait and the ten different arcanas names and functions.  Yet everything is very familiar if you've come from that older world, and once you have a bit of the newer lexicon committed to memory you'll be flinging spells left and right.  Virtual Adepts?  No sir, we have the Free Council instead.

          The biggest part of the book are the descriptions of the actual spells you can do with the various arcana.  However, it's a huge step forward for this type of system.  There's still improvisational magic, and the system for that is beefed up as well.  Yet there are a multitude of "common" spells for each arcana, including all the ones new players might be looking for.  Even masters for whom Ascension is old hat will find these training wheels very helpful in the beginning.

          It seems that a lot of the old Mage game was based on having much of the source material outside the main volume, and this line assumes much the same.  There's just too much material for one volume, so it's spread out over the line.  Tome of the Watchtowers and Sanctum & Sigil are necessary reads if you want your game to resemble the "default" World of Darkness game world.

          That being said, the new world isn't as couched in metaplot as the old.  I was very excited to get my copy of Ascension back in what must have been 1996.  Yet when I began to read it, I had no idea what was going on.  I couldn't make heads or tails of what it was talking about, and as a result I never ran a game with that volume.  I wanted to, but after reading the book I was so confounded as to what was supposed to be an adventure in that system that I simply went back to being a Dungeon Master.  Which brings me to my real point.

          Though the ease of approach to and the general playability of Mage: The Awakening is much higher than its predecessor, the game itself is very different from some other games we play.  Adventure design, awards and penalties, etc. are all very different from the standard "dungeon-delve" paradigm we're used to.  Yes, this is a roleplaying game, but you have to remember there are different genres of rpg.

          For instance, there's the staples of Swords & Sorcery, Epic Fantasy, Space Opera, Western and all the rest.  You'll have to learn to look at the system for guidance.  What about Horror games?  I still think of the World of Darkness as a horror system, and obviously it thinks of itself that way as well.  Horror, mystery and suspense are the hallmarks of this system...even though you're wizards, Epic Fantasy Dungeon Murder this is not.

          We usually play World of Darkness games, old and new, as the cliche "supers with fangs" or "supers with claws" style game.  Yet I will give you this warning, Gatekeepers:  I do not design World of Darkness games as a dungeon.  Neither do the publishers.  Don't get me wrong, I like dungeon hacking as much as the next guy, and probably more.  World of Darkness is different, and presents much different opportunities for scenario writers like myself.  Much like Dark Heresy and Call of Cthulhu, these games should be about mystery, suspense and horror.

          The scenarios you face will have to be resolved without the sort of end that most barking mad dungeon murder-hobos come to.  They aren't designed for that, and the world isn't either.  Too many bloodbaths and your campaigns will come to a screaming halt - unless of course, your Storyteller is doing a "supers with magic" chronicle.

          For myself, I'll take my cue from the system.  Players need to be reminded what sort of game you're running, however.  Make sure you're all on the same page before all the mages pull out guns and everyone ends up dead.

          Wednesday, October 30, 2013

          Bones II Club Fund


          Last year, we were fortunate enough to get in on the original Reaper Bones Kickstarter.  This year, Reaper's giving us another go around with Bones II - a new set of minis made with the company's new material.  We liked the original package so much that this time, we've gone in for almost twice as much as we put in last year - and next fall when we get our Bones II, we'll be getting a huge package of minis for a fraction of what it would cost us in any other medium, or at any other time.

          The funding period for Bones II has passed, but we're still collecting funds to add more to our package.  Already we've raised quite a bit, but everyone has their favorite pieces they want to see added to the club's miniature vault.  For that reason, I thought I'd provide a list of the sections that we're getting so far.
          • Core Set
          • Expansion #1
          • Greater Demons
          • Gelatinous Cubes
          • Demon Lords
          • Devils
          • Dungeon Decor
          • Mouselings
          • Dragons Don't Share II
          • Thank You
          • Hill Giants
          If you see a set on the Bones II page that you would like to see added to the Wargate's vault, drop me a line here and we'll get on the funding.  We're still looking at adding Expansion #3, and possibly Expansion #2 as well.  We're on our way to having most of these Bones in our set already, but take some time and go over it at least once more.

          We have until near the end of December to fund everything we like, which is a long time for a collective like we have.  We'll most likely take the final sums for Bones II a little after Krampus Day this year, so we'll keep it open for at least another month.  This Bones Kickstarter is going to be as awesome as the first one...so make sure you grab what you like now!  They will be much more expensive once they hit the store shelves, and this is too great an opportunity to miss.

          Let us know what you think about the new Bones II promotion, and how we've handled it for the club.  With the way we've been operating in the last two years, we're likely to see more club activities like this.  Who knows...maybe there will be a Bones III next year...


          Wednesday, October 16, 2013

          And Now, A Word From Fekul-Hoof

          Today's article comes from Jerry Wargate, who recently won (again) our Warhammer Fantasy Battle campaign The Brightflow Gap.  Jerry's done well recently in our campaigns, and his armies are one of the main reasons the Wargate is such a horrible place, filled with monstrous creatures, nasty warped mutants and general vitriol.


          I wanted to put down in writing any strategy, technique, or thoughts I have on this recent end to this particular Wissenland Campaign.  I send out a big shout out to Dave Bone for concocting, arranging, and documenting this event week after week, his efforts to shape and create fun campaigns and events is the life blood of our club.  Big shout to Cap’n Video who was the fuhrer minor of my campaign battles and map movements in my leave during this campaign (had to work!), this year he really came through in some tight places and made some awesome games and moves happen.  Also an Accolade goes out to all competing generals that participated… General Jake, Bone Lord Skimulah, Iron Gut Joe, General Bone, and General Greg… without friends to play there is no game.  Weekend after weekend these fellahs have shown up and taken time to enjoy the sport and share in brotherhood with friends and family. Hurrah Wargate!

          Okay now to the details I want to point out. This was the build I used the most at 1000pts:

          • Fekul Hoof – Lvl 4 Great Bray Shaman (Lore of the Wild) – 235pts
          • Feebs – Lvl 2 Bray Shaman (Lore of Beasts) – 125pts
          • Sacks the Giant – 225pts
          • Gor Herd (20 Gors w/ 2 hand weps, 1 banner, 1 musician, 1 Boss Gor) – 185pts
          • Gor Herd (20 Gors w/ 2 hand weps, 1 banner, 1 musician, 1 Boss Gor) – 185pts

          Total:  955pts 

          This is a super light detachment in its structure.  We are talking two bases of 20 Gors, who aren’t well armored at all the way I build them (no saves), a Giant, and two spell casters.  The real fist is in the spell workings.  If both casters take the same spell list, one will get the spell I want.  On average I rolled Fekul’s four spells first and feebs last for his last two.  Focusing on Fekul getting the Savage Dominion spell to summon more giants is my first priority, as Feebs  makes an excellent jack of all trades on the table.  Sometimes Feebs will get Transformation of Kadon but its still not all bad, as Fekul will switch spots and roam the table with the herds using his powers to make chaos.

          Reserving one unit of Gors for Beastman Ambush is a must!  On average I come out in a bad spot on the table but when I do roll good it can sway the tide for me.  Arriving directly behind an enemy breaks more morale and makes more sad faces than almost any other play I've seen on our table top.

          I make a priority to keep my Giant Summoner Caster hidden and out of sight.  This is my key piece as he summons Giants that arrive almost anywhere on the table.  This is the bread and butter.  Primal Fury is an awesome advantage when it rolls right.  To reroll misses in hand to hand is epic!  It made a few battles go down in a flash.

          Giants… Okay here it is.  They are awesome havoc makers and life takers but like all things in Warhammer they have their weaknesses as well.  Other than being totally clumsy, falling down a lot, and being a complete arrow and battle magnet they are awesome pieces to field all around.

          I feel the tactics I used most were the most simple.  Don’t be afraid to change plans during the battle as far as movements go.  Beastmen move 10 inches at a march and eat up distance quickly.  Reforming a spearhead movement must be done, sometimes twice in a battle before hand to hand is made.  If disreguard is made for this idea you will never get 1 Gor into Hand to Hand, their low leadership of 7 makes it an easy “Run Away” squad, so use Gors wisely!

          Also the spell Viletide is an awesome warmachine breaker.  5D6 Str 1 hits!  You're gonna roll a couple 6s!
          All in all I enjoyed this campaign and send out a big awesome to all who participated.  I am thrilled to have won with so much more aggressive and hostile opposition than last year.  This was no give away game.  Ill be looking forward for the next engagements.

          - Jerry Wargate, October 2013


          Tuesday, October 08, 2013

          The Toropets-Kholm Offensive


          It's early January, 1942 here at the Wargate.  We've been schlepping tanks to the Eastern Front for a while now, and just yesterday signed off on a huge transfer of men and equipment that will take the war all the way into the next phase.  Yes, it's Flames of War season once again.

          Our campaign this year already has it's page up, so check out the State of Play on the right.  Since we have a lot of new folks jumping in and participating this year, we're keeping the mechanics of the three month ordeal to a minimum.  There are two teams, and those teams accrue Influence as battles are played.  Easy - but don't worry all you crunch-kins out there.  You still have the Flames of War rules themselves to come to grips with, and it is an excellently designed set of gaming conventions that are pretty easy to figure out even if they are somewhat removed from some of the ideas you might possess if you live your life in a Games Workshop hole.

          Yet it's how we structure the campaigns overall that is the most interesting part of our venture for me.  Each campaign will document the Eastern Front over the course of the war, inching ahead one month at a time.  We have looked at several major engagements to make sure the guns will be barking somewhere in Russia or Germany the entire time.

          We are going to remain faithful to the historic tales, changing them only where they must be changed to fit our particular continuum.  For example, during the real Toropets-Kholm offensive armored support was very limited for the Russians, amounting some 13 tanks (mostly the tiny T-60).  For our battle, the tank forces are portrayed by my T-34 and KV-1s tanks - up gunning the Russians considerably.  The Germans have more than they had historically as well, with Heer artillery batteries and Waffen SS Gepanzerte Panzergrenadiers.  That's ok - it's just a game.  Yet, the narrative will follow the historical one...with just a few fictional tweaks to make it relevant to us here in our time and space.

          To find out more about the historical operations, Wikipedia is a good place to start.  Desertwar.net has a lot of information on all the operations and conflicts you care to research, but the section on Toropets-Kholm lead to some interesting insights.  It's not a secret I'm a Soviet sympathizer, but I encourage you to do your own research.  Maybe you'll come to the same conclusion that I did - that WWII was darker and grimmer than any hand-me-down grim dark future someone can imagine.