Showing posts with label d&d. Show all posts
Showing posts with label d&d. Show all posts

Monday, 22 February 2016

Adventures in Dungeons & Dragons



This year I have broadened my horizons even further in the gaming world and have delved into the realms of role playing games and tabletop miniature wargames. So far, Dungeons & Dragons and Warhammer 40k are the ones I play the most. I have even been trying to paint the miniatures for these games, as if I don't have enough things to do already!

I will be honest, prior to playing D&D I had very limited knowledge and little idea of what it actually entailed. I remember loving the 1980s cartoon Dungeons & Dragons, and wanting a short unicorn that sounded both squeaky and gruff, but that was probably the closest I got to any D&D action. One thing I knew for certain about this game was that there would be a lot of dice rolling, and rolling a natural one was bad! I am the expert when it comes to low rolls, so I knew from the start my characters would have a hard time.


When I asked about D&D I was told by many people that it is all about storytelling, that you and your companions are weaving a fantasy story together and none of you know what will happen in the unfolding chapters. Even the Dungeon Master (who controls and organises the game) will not know the outcome for definite, they have a plan but will keep that a closely guarded secret. In this sense, it feels like an incredibly unpredictable and compelling experience. Armed with a drawstring bag of colourful dice, slightly blunted pencils and some paper, I boldly marched into the scenario. I was introduced to the 5th edition D&D; a beautifully illustrated Player's Handbook and not as daunting as I thought it would be. I was also given a character sheet to fill out. Oh, the choices! I chose to go with a homebrew race; Merfolk Erectus. This could have been a very bad choice for my first character, but I went with it as I liked the idea of a Mer-person with legs who needs to consume gallons of water every day in order to stay alive. In a separate campaign at the local games shop I was given a pre-gen character sheet, so it has been fun playing in different ways.


Playing out these campaigns with a crowd of strangers is interesting, and it is funny how we know each other's character's names but perhaps not our real names! After a few sessions the true names are remembered a bit more. We all refer to the Dungeon Master as the DM, even though we've known his name for ages. I have been quite lucky with Dungeon Masters so far, they all possess a great depth of knowledge of the world, and they have played enough times to know what works and how to keep everyone stimulated. They have also been very versatile and patient with beginners, such as myself. No one in our campaigns has been stuck on a rigid quest or killed off for making a tiny mistake...yet. I must say, my characters have suffered many misfortunes for their poor life choices. The last campaign with my pre-gen character did not go too brilliantly. My bereaved halfling had just laid her husband to rest (he made a VERY poor life choice, bless him. Involving bandits, no useful weapons and no back-up) when she was attacked by a were-boar and started to show signs of changing. On that day, she ate a priest by accident, stole a lot of bread and copper coins, ate a goblin's face, conquered the thieve's guild and then got bitten by a vampire in the night. To their credit, her companions did not reject her or turn her in. They may have purchased some shackles and a muzzle, just in case.

My Merfolk Erectus guy, Merlot Von Whet, has had a bit more luck than my halfling. He was just a name and a few abilities in the beginning but now he is so familiar to me and has his own unique personality. He is rather flamboyant, as he is of royal blood, but was banished for inappropriate behaviour in the palace. He always seems to have a heavy purse, despite his banishment. He is a druid, and can use Wild Shape to shape shift into various animals. As he has levelled up, so has this spell, and it has gotten him and his companions into a few...situations. It is not entirely his fault, as I am still grasping when it is ideal to shift and when I should let him stay as he is. The occasion when Merlot was a mouse and shifted back to humanoid form whilst crawling in someone's trousers was a valuable lesson to learn. Rolling low for initiative meant that the man was wearing metal armour and Merlot was horribly wounded. Luckily he is a bit of a healer, and time heals all wounds, right?

The sheer amount of trouble my companions and I get into is insane, we are only trying to do good deeds and help local villages out but things do not always go to plan. I guess that is the beauty of the D&D experience, because things would never go smoothly in real life. The most recent 'mishap' in the campaign at the games shop involved the slaughter of what we thought were a group of bandits. It turned out they were not bandits at all, they were emissaries for the Royal Fleet, and we ended up feasting with one of their brothers! There was a lot of guilt at the table as we listened to him speak fondly of his noble brother and how eagerly he anticipated his arrival. Gulp! We still finished the banquet and stayed in their castle, though. it would be rude to decline such an invitation.    

My next campaign date is late April, which gives me plenty of time to paint up my halfling. I look forward to finding a cure for my vampirism and breaking the curse of the were-boar affliction, with the help of my D&D posse. As true in any quest, all you need are good companions and good (ish) ideals. But don't shape shift whilst messing about in someone's armour, it does not end well.           

Thanks for reading!

Marisa xx

Wednesday, 2 September 2015

Interview with Brotherwise Games


In my early ventures into table top gaming last year I was introduced to Boss Monster; a dungeon-building card game that oozes references to 8-bit video games and other pop culture gems. Boss Monster was created by Brotherwise Games; an independent game publishers that was founded and brought to life by two brothers in the US, Chris and Johnny O'Neal. It was their mutual love of games that spurred them to their company and Boss Monster, perfecting it over time and then releasing it to be kickstarted back in 2013. I was fortunate enough to get my first interview for Tabletop Stop with the lovely guys at Brotherwise Games, and here it is! 

What were some of your first favourite board games?

We have very varied tastes, but we both got our start in gaming with D&D and some of the more fantasy-focused board games. Most of Chris's formative years were spent playing strategy games like Risk and Axis and Allies. Johnny was a big fan of HeroQuest and started playing Magic when he was in middle school.


What are some of your favourite games now?
 
Now we're quite partial to games like Seven Wonders, War of the Rings, Smallworld, and Ascension. But really we'll play just about anything. A friend recently introduced us to micro-games like Deep Sea Adventure. Loved 'em!



Your love of board games and video games led you both to creating Boss Monster. What things inspired you the most to create it?

Boss Monster evolved out of a very different game idea than what it currently looks like, so it had a LOT of influences. Originally a bidding game focused on popularity, it merged with another idea that used cards to build classic D&D-looking dungeon maps - thus the fantasy theme. After lots of play testing, and numerous failed attempts, Johnny finally hit on the bidding mechanic that currently drives the game: the construction of a dungeon with rooms that lure in particular heroes. As that game took form, Chris noticed the visual similarity to the old side-scrolling video games that we had loved so much as kids. After some more failed attempts at nailing the theme, Boss Monster morphed into its final form, a mix of retro gaming nostalgia and popular nerd culture. We could write a book listing all the nods and easter eggs in the game, but really it's more fun for our fans to find them on their own.



What did you find most challenging when setting up Brotherwise Games?

Setting up a gaming company is pretty easy, you just file with the Secretary of State and off you go. Getting a gaming company up and running is tough. The hardest thing was probably getting those first distributors to agree to carry Boss Monster and sell it to their retail customers. There was a lot of mistrust of Kickstarted games, and we had to offer a lot of reassurances and data suggesting that we were a good bet. After those first distributors got on board, the rest followed very quickly as stores began asking for Boss Monster.

The Kickstarter campaign for Boss Monster was a massive success, did you anticipate that it would be so popular?

Nope! We were very hopeful we'd make enough to produce a tiny print run of the game and be able to cross that particular goal off our bucket lists. We knew the game was fun and compelling, but we had no idea how big it would be, either on Kickstarter or in stores. We're so happy it was, however!



How important is Kickstarter in your business?

It's very possible that Boss Monster expansions going forward won't be launched on Kickstarter, but we absolutely have Kickstarter to thank for where we currently are as a business. Boss Monster NEVER would have happened without Kickstarter, and the same goes for Brotherwise Games. As family men who both had full-time jobs, we had put as much development money into Boss Monster as were able. We needed those Kickstarter backers to make our idea a reality. But the value of Kickstarter goes beyond those original starter funds. We also see the publicity boost that Kickstarter gives as a real boon to any game trying to get noticed on the market. For the new, non-Boss Monster titles that Brotherwise launches, Kickstarter (or some form of crowdfunding) is likely to be important tool in our toolkit.



Do you guys have a favourite Boss character in the game?

Chris is pretty partial to Cerebellus. Johnny loves the "cover" Bosses, King Croak and Porkus.

Brotherwise Games gives off the family unity vibe, do you believe that board games help bring families and friends together?

Without a doubt. In fact, we have to think that the huge growth that tabletop games have seen of the last five years reflects an overall tightness and comfort with the family unit. Families are playing together more than ever before. Different generations are hanging out more than they have in the last 20 years. Tabletop games offer a social experience like none other, certainly it's a far cry from the more anonymous virtual networks that video games create (not that that's bad, mind you). We LOVE hearing that families, partners, and friends are coming together over a night of Boss Monster.

Brotherwise Games
Torrance, CA

Thanks, guys! You can check out Brotherwise Games by clicking here


Thanks for reading!

Marisa xx