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Saturday, September 17, 2011

What Makes a Game Group Thrive?


1. Communication
A gaming group with low communication skills has no backbone.  The ability to express what each player wants from the group, as well as being able to take constructive criticism, is a key to a good group.  Communication is also important to provide the specifics of the wheres, whens and hows of the group's activities.

2. Activity
Activity is the heart of the gaming circle.  With no enthusiasm to promote play, there is no group.

3. Participation
Participation is also important.  If you seriously want to have fun gaming, be a serious gamer.  Time and effort are key to participation in the group's activities.

4. Organization
Organization is the keystone of the castle.  Organization of gamers inside the group is key.  Everyone in a group can provide a positive effort for the group in their own way.

5. Place of Play
The places where gaming is conducted in the first place are vital.  Your local game store, library or other comfort zone is the place where the magic happens and the dice are rolled, so put a little effort into choosing only the best venues.  An unstable environment creates NO PLAY!

I will be writing more on how to promote and bolster your gaming club's agenda.  I feel this is important and a much needed rundown for every game club.  More on this later!

                                                                                 - Jerry Wargate


Wednesday, September 14, 2011

Upon An Oaken Throne: Sir Borscht's Letter


The Smith's campaign has drawn to a close, but where does that leave our warriors?  Having formed a covenant and recruited new members, our characters are in an uncertain place in the fight against Zhentil Keep.  Sir Borscht of Daggerdale sent a letter out late one night at the Harvest Tournament, while sitting up with the Jester he'd injured so seriously.


Dearest Violencia,


I hope this letter finds you well.  Please forgive my messenger, as his injuries prevent him from speaking too well - but I hope the inclusion of the locket proves he is my proxy.


I shall not return to Daggerdale for some time.  The leadership of the Dalelands cannot be trusted to those currently in power, though perhaps Lord Morn would commit more forces to open battle if certain events were to come to pass.  The horrors the Zhentarim continually effect upon our people can no longer go unpursued, unpunished - and I can no longer sit idly by and do only what is ordered of me.


I have seen horrors beyond imagining, and the terror that shall engulf the Dales should nothing be done to stop it will consume all I know and love.  To that end, with my closest companions I have made a sacred covenant - we will do all we can to destroy the Zhentarim once and for all!  A daunting task, I know - but I believe those I travel with have the best chance in all the world, for determination and resolve know no equal.


We are called the Knights of the Red Storm - a storm of blood for all Zhents!  Our Crimson Covenant grows stronger, and our banner will attact more and more of the dispossessed and downtrodden to it's banner as it is raised over the face Abeir-Toril.


Would that I could return to you when I said I would, but for now you must remain safe in Daggerdale.  You may not hear from me for some time - but I will not perish, nor waver in my conviction.


I will keep you safe, no matter the cost.

Sunday, September 11, 2011

Hex and the City!

"Did you see the size of that chicken?!"
The new Mordheim campaign is off to a big start! Last week we went through several battles on Sunday, and this week will probably be no different!

We are actually visiting the time frame and setting from the published version of Mordheim, and will probably make several trips to and from the city on our campaigns going forward (though by no means all of them).  Our current Warhammer calendar year is 2522 I.C. - but the time frame for Mordheim is set in 1999 I.C.  This means there's a lot of room for new narratives we can insert into our world, and set up some killer new warbands as well.

Indeed, one of the great strengths of the system is the variety of different warbands and how you can approach the modeling aspect.  It takes only a few models to create a new one, and it's one of the games we can really go to town on as far as the stories go.  If you really like a certain set of models, but never had the time to build a full blown army, grab a few of the models from the line and form a new warband.  There is plenty of support for all current Warhammer races, except Ogre Kingdoms.  Hmm...might have to look into that soon.

The campaign is round robin, like most of our games.  However, after the round additional fights can take place between warbands that will affect their ratings and standing within the campaign.  We will be be fighting in Return of the Goblin King as well, and need plenty of time for the huge team battles to take place!  Mordheim games can be played no matter which players are here, for example if players have played both their Hex and the City and Return of the Goblin King battles.

Game Day begins in a few hours!  Watch your back in the City of the Damned - you never know where the giant chickens are lurking...