Showing posts with label Table Top. Show all posts
Showing posts with label Table Top. Show all posts

Friday, June 5, 2015

GORBASH!

Check out this rad sketch of Gorbash by @PlausibleGiant. I'm about to start working on color. 

Stay close for more Conquest or Calamity: Hard Boiled content through the weekend.


 

Update: Basic Coloring



-James

Wednesday, June 3, 2015

CoC:HB3

Sorry it's late internet dudes but believe me this one was worth the wait.



Expect to see more on the Khamarad setting this week. Ciao!

Saturday, May 23, 2015

Legal Legends Card Template

Hey guys. I just finished a mock up for the Legal Legends card template. A lot of things are probably going to change but this is our first draft. I can't wait to hear what you think, so let me know in the comments!


-James

Tuesday, May 19, 2015

Lanakila Bay Episode 1

Hey guys! Sorry we're a day late on the podcast. We had a little technical difficulty yesterday. So without further adieu, it is my pleasure to welcome you to Lanakila Bay.



We'll have a bunch of new stuff for this setting posted soon!

Until then, I'd like all of you to meet Shaka. They call him "Wave rider."


-James

Monday, April 27, 2015

Conquest or Calamity: Hard Boiled #1

Here's the new track everybody. Hope you enjoy.



Big thanks to Battle Bards for SFX and to Imagine 3d Minis for supplying the custom Gorbash and Impala minis.

-Jon

Wednesday, April 22, 2015

DM Lesson #2: "Preparation Prevents Poor Performance"

Will: Hello prospective DM’s and curious blog followers! Lore-master Will here.

James: Also, James Hicks, Music Enthusiast and Waffle Maker Extraordinaire, at your service.

Will: Having read the previous DM lesson, I assume I am tasked with addressing the weighty topics of planning and preparation. It makes sense that James would give me this responsibility, since this is one of the areas in which we differ greatly as DMs. I personally, depend greatly upon preparations.

James: For me planning is helpful but...unnecessary. For our podcast game, I generally have between one and three pages of notes going in. It's kind of like I see each game as piece of marble that the players and I will carve together. I have an idea of what we're carving but I don't really worry about how we're going to get there.

Will: There are many facets to “Planning” a game. For starters, a DM should have a full understanding of the basic game mechanics and systems. Additionally, he or she should be able to supply the majority of pertinent lore and information as it relates to the setting.

James: Will generally has these facts memorized before hand, hence Lore-Master. I honestly just make most things up on the spot.

Will: Like it says in the manual, the DM is rule keeper for whatever game universe is chosen. Therefor, You, as the DM, are responsible for maintaining the rules and systems of said universe, so help you God. It follows then that, it really is in everyone's best interest for the DM to actually know the rules and systems upon which the game depends.

That being said, a DM should not be expected to be an encyclopedia of knowledge, recalling even the most obscure detail at a moment's notice. After reading up on and maybe even play testing the game, it should be easy to identify what information is important and will be used repeatedly as it relates to rules and mechanics. Knowing the rules also prevents players from stretching or breaking them without DM consent.


James: Remember; it's a DM's job to give the game the illusion of equity. He or she is as much referee as anything else. Players need to feel like they are being treated fairly and nothing shatters this illusion more than the DM not remembering some basic rule. So if you get caught off guard, fake it. Just make sure to be consistent. 

Will: This also discourages players from rifling through Player Handbooks for 10 minutes, bringing the flow of play to a grinding halt for anyone that isn't a librarian at heart. The more you know as a DM, the more confident your arbitration of the game can be.

For instance, you might have no idea what damage dice should be used for a Nunchaku but an educated DM will know that it should probably fall between a dagger (1d4) and a throwing hammer (1d6) due to its size and probable damage.

When it comes to lore and setting, a similar paradigm takes precedence. A DM should have a complete and comprehensive knowledge of whatever setting he or she chooses for the game. In this instance, I am referring to location, time period, and pertinent lore. 


James: If you think about it, the DM pretty much is the setting.

Will: Yeah, if the DM doesn't know enough about where players are or what they are doing, then there really isn't much of a game happening. It's an essential part of the DM's role to generate enough content to satisfy players. If you can’t do that then you have no game.

James: This is one place where Will and my styles differ. He tends to create massive and detailed settings, well in advance of his games, taking as much time as is necessary to make himself at home in his setting. This approach lends Will's environments a richness and a strong sense of immersion. I'm never sure just what's around the corner in his games but I'm always confident that he does.

I myself, prefer to create on the fly, often choosing environments and characters in direct response to player interactions. This approach lends my games a certain versatility. When a party attempts to venture beyond the "beaten path" of an encounter's design, rather than subtly redirect them toward a "set objective", I simply create a new path, right then and there. 


Will: For many DMs, myself included, the planning of the setting includes, NPCs, Monsters, Dungeons, and just about any other detail you can think of. In other words, if your DM doesn’t know of something, it usually doesn’t exist.

That said, it's important to keep in mind that both James and I pretty much grew up on fantasy and role-playing though books, games, playing pretend, you name it. Therefore, we both have a great grasp of fantastical knowledge in general.


James: And even though my free-form DMing style requires little in terms of direct preparation, every encounter, creature, or NPC is based on some inspiration. Without having spent time immersed in the minutia of the genre, my methods would prove dubious at best.

Will: James affords the player spontaneity by being spontaneous himself. Using his great general knowledge of setting he takes an “in the moment anything can happen” attitude.

I do not recommend this for everyone.


This approach takes a great deal of gall to pull off because it means, in many cases, chaos will rule the table. There have been times in James' games where whole systems have been abandoned because of story developments. 

James: I once took a science-fiction themed game, without precedent, into "the spirit world" and transformed the Player Characters into magical animals. Then, once they escaped and regained their natural forms, they retained spirit animal powers. 

Will: James is an individual who can roll with and adapt to these changes as fast or faster than the players. The downside is that his games can occasionally spiral out of control and lose any semblance of consistency. It also takes a unique personality to be able to play so completely “in the moment."

My preparations allow me to be prepared for any and every action a player character might take. For example, I can easily anticipate how an NPC will respond to a player question or action by seeing said NPC as a real person. If I know where he lives, what he does, and what his life is like, I can understand, on some level, who he is and play the role accordingly. 

James: It's like method acting but for DMs.

Will: This same concept rings true in combat situations. If I know that a cultist is wearing ceremonial robes, it follows that if you hit said cultist with a torch, said robes should light on fire. There aren't necessarily game rules to back up that interaction but if the player wants to try it, I have a generally realistic response ready, based of what I know to be true. So in my style more knowledge enables more flexibility. 

James: I'm not Will and He's not me. I could never study and analyze a setting so completely, memorizing every little detail, and I honestly doubt He could pull off my cavalier take of the concept of play. The important thing is to find what works for you and stick with it. Find out what kind of DM you are. Will and I both DM a certain way because of who we are.

Will: No matter how much you prepare, I guarantee that your players will surprise you at some point. Just do the best you can and remember that it's just a game.

Thursday, April 16, 2015

Dungeon Master Class (Huh. I see what you did there)

Hey Internet!

The idea for this post came from one of our commenters. To paraphrase, he essentially wrote that he wanted to run a game for his family but that he was not a great DM. That got me thinking. How many people have I met, who've said more or less exactly the same thing? The answer is quite a few.

As I’m sure our regular readers/listeners already know, I love games. I believe that games are one of the best if not one of the only mediums whereby large groups of people can equally collaborate in a creative space. I believe games make peoples lives better. It’s the reason I write this blog and make this podcast.

So, I got to thinking. If there are really all these people out there who want to run games but feel for whatever reason they can’t or will perform poorly (specifically, I am referring to aspiring DMs) why don’t I do something to help them? So I am.

Ladies and Gentlemen it is my great pleasure to announce the Conquest or Calamity School for People Who Want to DM but Are Afraid They’ll Suck. (CoCPWWDMAATS) Obviously that acronym is a joke. Sheesh. Get a sense of humor, people.

So every week Sir William, Sarah, and Myself will be writing extensively to help you feel more like us! Because everyone should be able to play games. Even you. Yes you.

We’ll see you tomorrow for your first lesson! (Your homework is to listen to at least one podcast.)

- James

Friday, April 10, 2015

Dungeons and Dragons (and Devils and Demons?!?)

So there is an amazing post on video games and parenting over at Penny-Arcade, which you should definitively all go read. It's fine. I'll wait. Ok. You got it? Great!

While reading the aforementioned post, specifically the parts describing how even a game as benign as Minecraft, can be very concerning to parents of young children, it occurred to me that my own medium, table top role playing games, can often be even more frightening.

I grew up in what you would call a conservative home but I was also encouraged daily to be as creatively expressive as I felt I could. I can easily recall my first role playing experiences. I was a wizard with a pet dragon. I also still remember the weary look on my father's face, when I first told him about the spells I was casting and monsters I was fighting.

In his mind, I'm sure, I was basically on the gateway drug to satanism. What a completely terrifying, albeit misguided, thought. Please don't get me wrong. My dad was an amazing guy. He took me to space camp, he coached my soccer team, and he taught me more about music than probably any other person I've ever known.

But he passed away a few years ago and the sad reality is, in spite of us both being extremely creative people, he and I were never able to connect through games. I'm sure that probably bothered him then as much as it bothers me now.

So what's the parent of an imaginative young RPG aficionado to do?

Well, first off, parents need to get educated on their kids interests. I'll be the first to tell you that, as is the case with almost all games, not every table top game is appropriate for every kid. Only you, as their parent, are qualified to decide what your child should and shouldn't be a part of and occasionally you just have to be the bad guy. That said, go and get the facts first.

Secondly, play with your kids. If you have a son or daughter who wants to try Dungeons and Dragons or Pathfinder, go try it with them and then talk about it with them afterwards. "What did you like about the game?" "Were there any parts that were scary?" Ask the important questions. You will almost certainly get the important answers.

Children are (for the most part) neurologically wired to see their parents as heroes. What could be better than to prove the completely right by joining in against "the forces of evil" or "slaying the terrible dragon"?

There's a family that Will and I play with at a local game shop some Saturdays, and it warms my heart to see parents sharing in these experiences with their kids. I'm not sure if they read this blog or not but if they do, they should know I think they rule, period.

I think the bottom line here is the same as for basically any other interactive media. Imaginative play is one of the most important ways a child has to interact with the world. Any game can be used for good, evil, and everything in between. I've met some of my best friends through gaming and if it makes anyone feel better, I've never even been inside a church of Satan.

Here's to you Dad! I hope they have D&D in Heaven.
-James




Wednesday, April 8, 2015

Become a Community Partner Today!

Greetings Conquest or Calamity Listeners,

Do you have a rad RPG product that you'd like to sell more of? Do you not object to my occasionally ending sentences with prepositions, in sheer defiance of the grammar I use?

Then you, Sir, Madame, or Otherwise, are in great luck!

Here at Conquest or Calamity, nothing grants us greater joy than bringing awesome interactive experiences to people everywhere. If you think your gaming, role playing, or other nerd paraphernalia might do just that, then we definitely have some things to talk about.

Shoot us an email today at james@conquestorcalamity.com or reach us on twitter @ConquestTable and you could be our next community partner. You worked hard to create the best product possible. Now, let us help you show the world!


And as always, thanks for listening!

-James



Tuesday, March 31, 2015

So I scurry out onto the dance floor...

Episode 4 part 2 is here! That said, I have some good news and I have some bad news. Good news first. As of today, I am pleased to announce a partnership with Battlebards! These guys make some really amazing sound effects for dungeon master's and I couldn't be more excited to have them as part of Conquest or Calamity extended family. They currently have a ton of great sound effects available and soon they'll be launching a Kickstarter to make even more, so make sure to go check them out and give them your support.

Now for the bad news. Due to the increased awesomeness of Episode 4 part 2, due in large part to the new sound effects, it ends on a bit of a cliff hanger but that's not really a big deal right? In some parts of the world they pay extra for that kind of suspense.

Anywho, I hope you all enjoy!


With best regards to you and yours, James

Wednesday, March 18, 2015

So what is a Subscriber anyhow?

Hey guys and gals!

Over the past couple of days, with the big subscription drive, I've had a lot of people ask me "What does a Subscriber get?" or "What does being a Subscriber mean?". We'll here's the answer.

Here at Conquest or Calamity, we believe that a Dungeon Master’s role is to facilitate the stories players tell one another. We’ve found that the best games to play and to listen to are the games wherein players are given the freedom to fully express themselves within the world. Moreover, we believe that it’s the DM’s job to make sure everyone is able to participate and tell their story.


We started Conquest or Calamity because we believe that when it comes to telling stories, two is better than one. But I wouldn’t be doing my job as DM if I didn’t do everything in my power to make sure everyone gets a chance to play. That is why, as of Monday March 23, subscribers will be able to influence game events each week in new and exciting ways.

So in summary, Subscribers are listeners/readers that are able to get involved in playing the game and telling the story. I know vague yet exciting. Stay tuned for more!


-James

PS. Subscribers who join before March 23 will receive founder status. Oooh enticing!

Sunday, March 15, 2015

Lazy Sundays With Griff: Up to His Shoulders in Good Eats!

Good morning and welcome to Griff chat. Today, my ten top tips to take your tastebuds to the next tier. Whether you’re on a short rest in the marshy crags of Dunkappk Castle or you’ve just gotten home from a full day of guarding caravans along Trade Way, some occasions leave you only have a few minutes to prepare your next meal. Well, have no fear, fellow foodies, with these tips and a few spices, you’ll turn your hesitations to celebrations!


The last time I was out questing along the waterways of Chelimber, I ended up stuck in the muck with an empty stomach and nothing but Bullywug meat and a few spices. What’s a hungry adventurer to do? I’ll tell you what, readers.


Braised Bullywug Shoulder
Prep Time: 15 Min
Yield: 8 Servings
Skill Level: Intermediate










Ingredients:
2 tablespoons coriander seeds, toasted
2 tablespoons cumin seeds, toasted
One 4-pound Bullywug picnic shoulder, sliced in half along the grain
Kosher salt
Extra-virgin olive oil
1 fennel bulb, sliced
1 large onion, sliced
Pinch crushed red pepper
4 cloves fresh garlic, crushed
2 -inch piece fresh ginger, finely grated
2 cups dry white wine
1/4 cup Dijon mustard
3 bay leaves
1 bundle fresh thyme
3 to 4 cups chicken stock

Directions:
Using a spice grinder, (if you don’t have a spice grinder any coarse grinding method with suffice. I used my claws!) grind the coriander and cumin seeds until they are a fine powder.


Summon faerie fire or set up another magical cooking mechanism and preheat to 375 degrees F.
(I use Magi brand faerie fire in a bottle)
Sprinkle the Bullywug shoulder with the spices and salt, then tie each piece so that they cook evenly.


Coat the inside of your cooking pan with olive oil and bring to a high heat. Brown the Bullywug on all sides, then remove from pan and let rest. Lower heat and add fennel and onions to the pan, seasoning with salt and pepper. (For an added bonus throw in some crushed red pepper!) Cook the fennel and onions until they are very aromatic. (7 to 8 minutes) Then add garlic and ginger. (2 to 3 minutes)


Add the wine and reduce by half. Stir in the mustard and add the bay leaves and thyme. Return the Bullywug to the pan and add stock to the pan until it comes halfway up the side of the meat. Bring liquid to a boil over your magical fire and cover. Cook for 1 hour then turn meat and return to cooking for 45 minutes.


Remove pan from heat, remove the Bullywug, and let rest for 15 minutes. Slice and serve with fennel and onions.


Wine Pairing Suggestion: Sweet Arrhenish


Good eating my friends!

-Griff is an adventurer and an adventurous eater from the Sword Coast.



Saturday, March 14, 2015

Episode 3

Hey everybody!

I got this week's episode done early, so I figured I'd share the wealth. You'll all still get your episode post and new logo on Monday, so stay tuned! In the mean time, everybody enjoy your sneak peak.


Ciao,

James

Thursday, March 12, 2015

Free Advice: One should search a potential blog or podcast name before adopting it as canon.

Hey guys and gals, It's great to see you all again. How's your mother? Yeah, mine's pretty quiet too. Today; the story of how it all started. The humble saga of a humble podcast with stars in its eyes and more than a few songs in its heart. (We'd like to apologize at this time to any listeners who might have heard the stars/songs from Episode 1 and thereby suffered mental or physical injury. We are truly truly sorry.)

Yes, Episode 1, our primitive ancestor. It's actually a pretty funny story. I was just sitting on the sofa with Will, drinking a coke, watching the Acquisitions Incorporated D&D game from PAX a few years back (Side Note: If you haven't seen Acquisitions Incorporated definitely check it out https://www.youtube.com/channel/UCi-PULMg2eD_v5AO0PlW4sg ) and all of a sudden it just occurred to me: There really isn't very much else out there like it.

Twitch streamers do a great job creating content for video gamers but by comparison table top fans are all but left out in the cold. No more, I say. At that moment, I decided that this was my job and within about ten minutes we were recording our first, rather ill fated episode. (Quick aside: If you are a first time reader/listener please give episode 2 a listen. It's much more...together than it's predecessor.) We couldn't figure out where the fan sound was coming from. I realized today that, in fact, episode one was actually recorded on an ancient headset mic that had fallen behind the desktop case onto the ground and was pressing up against the main fan.

Even as embarrassing as episode 1 was/is/shouldITakeItDownYouThink?/NoLetsJustTalkAboutItMore, as I'm editing the next one, I can't help but smile at the thought of its grandfather standing stalwart in the face of all opposition and reminding constantly me that I wanted to make something, that I did, and then asking what my name was again. Maybe that's an insensitive joke. Hmmm... Here check out this new logo sketch I did!
Finished version should be up with the new episode on Monday. (Yeah that seemed to do the trick they are on our side again.) The bottom line is, thank you all so much for reading, listening, subscribing, commenting, or what ever it is you do. Because at the end of the day, you're all the only reason to even do something like this and I am very grateful that I get to. 

-James Hicks 
Conquest or Calamity Dungeon Master and Lover of Ducks.