Tuesday, October 29, 2013

One of Those Days

It's just one of those days today. Those days when every little thing irritates me.  The landscaper for the Apt complex is outside my window. Mowing the lawn. I want to kill him.  There's only one episode of Charmed on Demand.  Rage.  Have to level up my Pathfinder character. But MAA, I don't want to! Need to make a new Mystic Realms character and costume for myself AND Guppyface. meh. meh meh temper tantrum. Just one of those days.....

Thursday, August 1, 2013

a review! and a song!

http://geekgirlvideo.tumblr.com/

I seriously recommend this video to everyone. Watch it now.

I know it's been a while since I've said anything on here...srsly...my bad. But here we go again. Tabletop Thursday. Review: The Resistance

The Resistance:




# of players: 5-10
price: $24.95
Rating
On a Scale of Muggle to 1337:
N00b: it could run a bit long, depending on how many players you have, or how well the spies conceal themselves (DOUG) but it's a lot of fun...better than Monopoly...




At the start of the game, one third of the group (rounded up to the nearest whole number) are randomly and secretly chosen to be Imperial Spies, while the rest of the group are Resistance. One of the players (either a Spy or Resistance member) is selected to be the Mission Leader. The Imperial Spies are made aware of each other without the Resistance members knowing - the only thing the Resistance members know is how many spies exist, not who they are. This process is conducted by the first Mission Leader who instructs the group to close their eyes, for the spies to open their eyes and see each other, for the spies to close their eyes again, and then for everyone to open their eyes and begin the game (with long pauses at each stage). Players may never reveal their identity cards to other players (unless the game is being played with "Plot Cards" but I don't do plot cards, yo).



During each round of the game, the player to the left of the previous Leader becomes the new Leader. The Leader selects a certain number of players to send out on a mission (the Leader may choose to go out on the mission themself), starting with Mission 1. The table below shows the required number of players to go out on each mission. All of the players then discuss the Leader's choice and, simultaneous and in public, vote on whether to accept the team make-up or not. If a majority of players vote no to the proposal or it's a tie, leadership passes on to the next player to the left, who proposes his own mission. This continues until a majority of players agree with the current Leader's mission assignment. After five rejected mission proposals in a row, the Imperial Spies automatically win the game, therefore it is a common house rule to not vote on the fifth mission proposal and simply send whatever the Leader proposes.


Once a mission team is agreed on, the players then "go" on the mission. To "go" on a mission, players on the mission are given a set of Mission Cards, one for indicating Success, the other indicating Fail. Resistance members must turn in, face down, a Mission Success card, while the Imperial Spies may either secretly turn in a Mission Success or Mission Fail card. The cards are shuffled and then revealed. If all cards show Success, the rebel team earns one point. If even one card shows Fail, the spy team has sabotaged the mission and earns one point (except for the above-noted exceptions on Mission 4, where it may be necessary for 2 Fail cards to be played in order for the mission to fail).
The game continues until one team accumulates 3 points.




I like this game because it is fast and easy. It's a wonderful time filler when we're waiting for everyone to show up to D&D night or Tabletop Tuesday.



to remind you of the rating system:
Muggle: easy, fast and fun. Anyone can play this.  For some, it may even be TOO simple, TOO boring or end TOO quickly.
N00b: Two outta three ain't bad.  It may be a bit complicated, or take a while, or start slow, but eventually, the game picks up to a point where you can have a great time playing, and perhaps even want to play again.
Gamer: The mid way. Not everyone will love this game, but most will enjoy it.  It's either complex, long, or tedious, but not all three.
Power Gamer: 1 out of three is bad. Complex, Tedious, Takes hours to get somewhere. Pick two, that perfectly describes this game.
1337: Don't even bother. This game is frustrating, you have to devote a day to it, and it never picks up to a point where you would feel comfortable playing it.  Bypass.

Monday, July 22, 2013

Changeling!

So, I ran my first tabletop game EVER on Saturday.

I was more nervous running Changeling than I was running my first Mystic Realms event, I seriously have no idea why. 

I'm still learning the nuances of WOD and Changeling, so I was worried that my pcs would have questions I couldn't answer or I would make a glaring error and no one had fun. but everyone seemed to enjoy themselves well enough.  I am trying to keep it to mostly storytelling and as little interruptions with skills as possible. I hope everyone had fun.

ALSO
I'm trying to get a job as customer support/risk management tech for an MMO site...wish me luck!

Thursday, June 27, 2013

The Belated Review

Since I had 3 responses to my question last week, and totally dropped the ball on posting (Mystic Realms Fantasy Faire...sorry guys!) I will review Pandemic.

The Board Game: Pandemic

 
# of players: 2-4 (way better with 4)
price: $24.95
Rating (muggle to 1337)
Gamer: It's a strategic challenge for everyone.

This is a game that is alot of fun for those of us who are into strategy and chaos. It's very unique in that it's a co-op boardgame, and it can be quite a difficult challenge the more people you have playing.

Pandemic is the story about a disease-response team that has it's hands full, trying to rid the world of four lethal diseases that start in different parts of the globe.  There are five different specialist roles one can play as. (Dispatcher, Medic, Scientist, Researcher or Operations Expert) Dispatcher is my favorite, because I fold under boardgame-pressure...and even though everyone is equally important, dispatcher is the ultimate support in this game.

How to Play:

setup consists of a game board representing a network between cities on the map of the Earth, two decks of cards (Player cards and Infection cards), four colors of cubes (each representing a different disease), six Research Stations, and a pawn for each player. The Player cards include cards with each city name (same as on the board), Special Event cards that can be played at specific times to take beneficial actions, and Epidemic cards. Infection cards consist of one card for each city on the board and a color of the disease that will start there. At the start of the game, Infection cards are randomly drawn to populate the board with infections, from 1 to 3 cubes for a number of cities.

On each turn, a player can take 4 actions which consists of any combination of the following:
  • Movement, either between interconnected cities (car and ferry travel), to a city that the player holds that Player card of (direct flight), or to any city if the player is currently in one of the cities they hold the card of (charter flight). The latter two options require the player to discard the city card. A player at a research lab can also travel to any other research lab on the board.
  • Sharing information with another player by being at the same city as that player and either giving or receiving the Player card representing that city.
  • Treating one unit of infection from a city the player is presently in, removing a cube from that city.
  • Constructing a research lab in a city that the player holds the city card for (discarding that card afterwards)
  • Finding the cure by being in a city with a research lab and holding 5 Player cards of the same color. Finding a cure does not stop further infection of that disease until all cubes of that color are removed from the board; from then on, drawing an Infection card of a color that is eradicated will result in no change to the board's state.
When their turn is over, the player draws two Player cards, discarding their hand down to seven cards. If either draw is an Epidemic card, the player places three cubes on the city from the bottom of Infection deck, puts that card into the Infection discard pile, reshuffles the discard pile, and places it back on top of the Infection deck.

The game is over if any of the following occur:
  • More than 7 Outbreaks occur - a loss for the players.
  • There are no more cubes of the specific disease color when they are needed during Infection or Epidemic - a loss for the players.
  • There are no more Player cards to be drawn - a loss for the players.
  • The players discover the cure for all four diseases - a victory for the players.



All in all, it's a great game to play with those friends of yours (ahem, fiance!) who are a little more competitive and you're tired of their crap :p.  It's easy enough to play with family member or friends who like to play boardgames, or routinely have a game night of some sort, however...there is only one challenging win condition for the players, and three ways to lose. You can't play this without working with the other players, and even then...you may not win the game. But that's ok in Pandemic...just start it again!

Don't forget to name your diseases!

Tuesday, June 18, 2013

The Poll!

Post in the comments which game you'd prefer to hear about!

Also, any suggestions for games you think I should try out? Let me know!

A) Ultimate Werewolf
B) Pandemic
C) Resistance
D) Monty Python Fluxx
E) Pirate Fluxx
F) Arkham Horror
G) Elder Sign
H) Suitors

Monday, June 17, 2013

She's BAAAACCCCKKKK

I'm taking another stab at this blogging thing. My big issue is I prefer instant gratification. I'm resolved to continue this no matter how many comments I do or do not get.

I -will- update my page on Thursdays based off of my experiences in gaming.

I will -not- get sidetracked, or bitter because no one is reading/commenting/enjoying my posts.

I am re-vamped and renewed.

now, onto actual game content...kind of


We moved! We have our own apartment with a dining room primarily used for tabletopping. My dream is slowly coming to fruition! We play games on Tuesdays and Saturdays with two different groups of people. We started with D&D saturdays, which has accidentally on purpose turned into "Werewolf: the Card Game" Saturdays. I am completely ok with this. Others may not be. I care not. Werewolf is seriously one of my favorite tabletop games ever. I could play it every day if everyone else would (which they probably wouldn't). More on that later. Possibly Thursday.... I will post the Poll for the tabletop reviews Tomorrow. Check me out!  We also have Tabletop tuesdays, which has slowly morphed into D&D on Tuesday, too! Now, I like D&D...but I do not LOVE D&D. Two much D&D (like what I did there?) makes me feel a little woozy. But I usually go to sleep early on, so it pretty much comes down to what everyone who actually wants to be there for the entirety of the game wants (and it should) plus, whatever...I play werewolf on Saturdays :p

but seriously, I now have more time, more money and more opportunity to test out games. And so I will do that. In the meantime, does anyone actually want me to talk about other Gaming/Geek topics? I've talked about Mystic Realms Larp, My preference between 3.5 and 4.0 D&D and being a LARPer on Halloween. Any other ideas/burning questions you have for me?

Monday, October 15, 2012

Costuming for a LARPer on Halloween

I will be the first person to admit: as a LARPer... I -hate- halloween.

I know what you're thinking "what? that doesn't make any sense! you LARP! you should love to dress up and get candy!"

and to this I say: Why?

I have spent 2-3 weeks out of the past few months dressing up as anything I needed to. Gypsies, Pirates, Robots, Plants, A Creepy Clown Girl, the list goes on and on. I simply don't need Halloween anymore because I have atleast one Halloween every month.  And when Halloween finally -does- roll around...what should I be?

My character for Mystic Realms is a Sea Elf.  I dress her vaguely piratical.  (not all sea elves dress like a pirate, but where roleplay goes, costume follows)  So, do I really just want to be a pirate? Eh, no.  I like Sam(my character) she has a rich backstory and a very unique personality.  There's something about not wanting to mess with that.

Should I be a gypsy?  The concept of Gypsy isn't a fun costume to pull off anymore.  It doesn't stand out enough for my attention mongering personality.  Besides. I was just a Gypsy at witches ball.  It's pretty much whatever.  I could slap a witch hat on the gypsy costume and be a witch...but the thing about costuming for a 24 year old is that I have 3 choices for having a great costume: be a recognizable character, be sexy, or be ridiculous...I'm not sure how to go about that.

Being a recognizable character is a slippery slope.  Not all recognizable characters are actually recognizable. I had 2 friends wear AWESOME costumes this past weekend.  They were so well thought out and well put together...and I had to ask someone else what they were supposed to be...and yet, the more recognizable you get, the blander the costume becomes.

Well, once I figure it out, I guess I will post some pictures.



I have a few ideas, why not vote/leave suggestions in the comments?

My options:
Witch, Black Cat, Queen of Hearts, Medusa(or any matter of Greek/Roman Characters), Gypsy, Pirate, Some sort of fairy like creature...

any other ideas?