Sunday, May 26, 2019

Amazon | 本, ファッション, 家電から食品まで | アマゾン

How I Do Wilderness Encounters

It's a popular question I see asked a lot on the forums and reddit - "How do you do wilderness travel/encounters?" "How do you do hex crawls?"

It's understandable, with a wide open outdoors map looking a lot more overwhelming to prepare for, compared to a dungeon map.

For me, there's three parts to the wilderness part of a campaign.

Part 1 - putting down a key. I use Welsh Piper's general approach of that each hex can have a "major" encounter/landmark and several "minor" encounters/landmarks. I do general stocking, without a lot of details. I save those for when the players are going to run into them. I don't do a random encounter table yet.

Part 2 - pre-game prep. Part of the contract I have with my tabletop players is that I need to know a week in advance of their general plans for the game. That allows me to do some in-depth prep. If they're traveling from point a to point b, this is a lot easier, than if they're at a homebase and have several options.

So once I know their general mission, I look at the map and their expected route.

I start with "day 1" of their travel for that game. For my map, the heroes have different travel rates if they're mounted, on foot, on a road or in country.

For each hex that they might travel through, I look at the key. If something is there, I see if they would encounter it. I roll a d6 for major, and a d6 for each minor. If it's a 6, they miss the major. If it's a 1-2, they run into the minor. If they are going to run into something, I'll note which day they run into something.

If it's a major/minor encounter from the map, NOW I will flesh out the details. If it's a dungeon or some sort of place requiring its own map, I'll do a level or two, depending on how strong the party is and if I anticipate they'll be strong enough to go through the whole thing.

I repeat this for the entire trip. So now I have a list of what they will hit/not hit on their journey. And I know how many hexes they run through, and I'll figure out how long this all takes.

THEN, for each day of travel, I roll a (d6 for civilized/populated lands, d8 for less populated, d10 for wild) for day and another for night. If there's a 1, then there's a random encounter with something. I note that on which day as well.

Now I have a "script" of sorts of what the players will run into and when that will happen.

I then flesh out the encounters, whether with a major/minor from the key, or as the result of a random encounter. With random encounters, I know what is logical for that area. I also look to several tables and books for ideas/inspiration. Sometimes previous keys I've made. What am I in the mood for and what have I already done in this area?

I plan out for the entire trip or mission that they've laid out. It might take them a few sessions to do this, but it's easier for me to do it as much as once.

So here's an example:
The players are going to travel from the Town of Golden Gate to the ruined Fort Dawn. They have to travel through the Wild Woods and across orc-held Plains of Woe.


So let's make this easy - it takes 1 day to cross 2 hexes of grasslands, farmlands (mounted). 1 day to cross 1 hex of light woods/hills (mounted). 2 days to cross 1 hex of deep woods.

The "mission" that the players tell me is that they will head east/southeast towards the ruins. They want to avoid the Orcs. They have a ranger with them.

So the most likely path is 00.01 -> 01.01 ->02.01 -> 03.01 ->04.02 ->05.02-> 06.02.

They might run into the "Ancient Stones" in 03.01. That is a major encounter in my key. So I roll a d6 and I come up with ... surprisingly, a 6! So they will miss the major encounter. OK, what about the ruins themselves? That's another major encounter. I roll a 4, they'll find it.

So with that in mind, it will take 6.5 days to go from Golden Gate to Fort Dawn. They will encounter Fort Dawn on day 6.5

So my random checks - day 1, morning is in civilized, evening is in light woods. That's a d6 and d8 to check for encounters. 2 and 6, no encounters. Day 2 is in light woods. 3 and 3, no encounter. Day 3 and 4 are in the deep woods. That's a d10. 7 and 5. No encounter. Day 5 is in light woods, d8 check. 8 and 7, no encounter. Day 6 morning is grasslands, evening is enter the hills. d8 and d10. 1 and 8, aha, finally an encounter! Day 7, morning check only as by afternoon, they'll be at the fort. 4, no encounter.

Jeeze, these guys have it EASY this trip!

Here's the script:
Day 1 - 00.01 (grasslands) to 01.01 (woods) - no encounters
Day 2 - 01.01 (woods) to 02.01 (woods) - no encounters
Day 3 - 02.01 (woods) to 03.01 (heavy woods) - no encounter
Day 4 - 03.01 (heavy woods) - no encounter
Day 5 - 03.01 (heavy woods) to 04.02 (woods) -no encounter
Day 6 - 04.02 (woods) to 05.02 (grasslands) - ENCOUNTER
Day 7 - 05.02 (exit grasslands into hilled grasslands) - no encounter, MAJOR: Fort Dawn

For the grasslands, I roll on a small table and figure out it will be a humanoid encounter. It makes sense that this is a hunting party of mounted orcs. So I come up with the encounter parameters and write it out.

Part 3 - at the table.  OK, so we're playing the game.

Me: It's the 8th day of Autumn and you've loaded up your supplies and are ready to leave town. Do you do anything else or do you head out?

Players: We go! Off to the fort!

Me: Well, (reading notes) Fortune smiles upon you, as with the help of the ranger, you have a fairly unventful journey for the first 5 days of your trip. You navigate the Dark Woods without incident, with only the gloom of the heavy canopy marking anything of note during the two days it takes you to get through them. However, on the sixth day, as your horses range through the grasslands... (rattle of dice as I figure out who has surprise)...

Me: Ranger, as you are out ahead of the group a-ways, scouting, you come upon the rear vanguard of what appears to be a group of orcs, riding, unaware that you're behind them! What do you do?

Ranger: I quietly make the "stop/danger" sign, hoping that my friends behind me see it. I then jump off my horse and get it to lie down.

Me: OK - the elves and halfling in the party, roll a d6. If you get a 1 or 2, you see that sign and can warn everyone. Otherwise... this will be interesting!

(The encounter is resolved... so now we continue)

Me: OK, after cleaning from the messy orc encounter, there is still time to travel. Do you wish to continue?

Players: Yes!

Me: OK, the remainder of the day and the following day are uneventful. The tall grasses lead into hill country, mostly covered in the grasses that are tall and fragrant in the autum sun. By midday of the 15th day of Autumn, you see the ruined towers of Fort Dawn on the horizon, sitting on top of the largest of the rolling hills...

And that's really about it.

I used to do a "day by day" blow of moving across the map, and it just wasn't really fun for anyone? I started doing this approach after seeing it suggested online. The players like it, because it focuses on the important stuff.

They do have to track resources, of course and I'll remind them of that when they hit points where they stop.

Questions that I anticipate
What if the players change their mission or go off the script? What if they get lost?
Well, they understand that if they change the plan, I may need to "take a break" in order to figure out what happens when instead of going to Fort Dawn, they decide to stay in the Dark Woods and seek out the Ancient Stones. So at the table, I'll pretty much follow the same approach, figure out the day to day until they reach their new destination.

If that's not appropriate, or they get lost and they're wandering off course, then we drop into a "day by day" mode, which I cover in the next question.

What if they're truly "crawling" around a wilderness to explore?
Then I do the same exact thing, but on a hex by hex, day by day basis. It does slow things down a bit more, because I'm repeating this for each day, but that's pretty much what wilderness exploring is... it's become a different type of game. It's no longer a "travel and destination" game, it's truly seeing what is in each nook and cranny.

Because I've done this enough, I can roll it out pretty fast and get to the jist of things quickly.

What about weather?
Ah, I didn't want to muddy the waters with weather, but yes, weather can be an encounter. I use weather charts that lay out each day's weather - it's the 7 Years of Fantasy Weather almanac that I've podcasted about before. On days where there is weather that seriously affects their travel, that's an appropriate event to call out as a waypoint or encounter. Or I let them know how the weather affects their travel (usually to slow them down).

What other questions did I not think of? What do you think of this approach?

Rolling Ronny: The Errand-Boy (Amiga)

Rolling Ronny title screen amiga Orlando
Developer:Starbyte and/or Touch of Magic|Release Date:1991|Systems:Amiga, Atari ST, C64, DOS

This week on Super Adventures I'm playing an Amiga game about a clown on roller skates!

Why? Because the title Rolling Ronny popped into my head the other day for no reason and decided it was going to sit in my brain for a while. So I went looking through my memory for clues to why I remembered this name all of a sudden and realised that I have no idea what the game is. I'm sure I must have played it back in the day but what I saw on my flicking CRT TV screen was apparently so horrifying that my mind blanked it out to protect my sanity. Either that or it's just not very memorable. So now I'm playing it again so that I'll know one way or the other, for my records.

I'll give it an hour or two, take some screenshots and write what's going on underneath them as I go. Because that's what my site's about.
Read on »

Thursday, May 23, 2019

Gobliiins - Won!

By Ilmari


Elves? I thought these were goblins


It was quite easy to find the exit - Hooter could magic the gate open - but that was still far from completing the level. Time to again get the full story from the manual. The hooded creature was the librarian Carbonek, who had been bitten by a werewolf and had after that written only melancholy works, lamenting his lost humanity. Indeed, reading any of the books on the screen made the goblins lose their health because of sadness.

The simple aim of the level was then to get Carbonek to laugh, by using various items on the level. There was banana, a false nose and a soap, all of which Dwayne could use for various simple gags, and as a reward Carbonek, who had turned now into a human being, gave him a humorous book.



The giant figure at the middle of the screen was Meliagante, whose only pastime had been reading books of Carbonek, and because these books had been melancholic, Meliagante was a pretty grumpy figure. My first task was then to read Carbonek's new book, but there was an obvious stopper preventing Meliagante hearing anything Dwayne would say.

If you have very good eyes, you might catch a small thing poking from the ground under the coat of arms. When Hooter enchanted that thing, it grew into a stick or lever. BoBo could then hit that stick, which raised a ladder to the pedestal with the statue. Hooter used then his magic to whisk the cork away, leaving Dwayne a chance to read some jokes to Meliagante.


Why don't you share the joke with us?

Meliagante then moved his finger so that the goblins could access the tower on the right. The bowl on the top of that tower could be used to catch some of the tears Meliagante would secrete when laughing. What then? Well, it took me a while to notice, but you can see one pixel of an object hidden on the left tower.This object - a fish - was called a bait, so perhaps I was meant to put it somewhere to attract something.


Indeed it was

With nothing else to do, I tried using Meliagante's tears with the monster that had appeared. Somehow the creature turned into the ultimate weapon I had been looking for. So, what was the secret for defeating the evil wizard? A catapult. And no, not the Roman variety, but what Americans would call a slingshot. Should I find some Angry Birds to shoot with it?



Getting back to the previous screen, I now had the means to solve a puzzle I couldn't before. You see, the bananas had prevented the goblins from using the lever. With the ultimate weapon in my hand it was easy to drop the fruits into the moat. Pulling the lever opened the grate and revealed my ride away.


You'll fall if you continue standing on the fish


Elves again? The translator should surely have communicated
with the persons deciding the English name of the game

 Final showdown

I had the ultimate weapon, so vanquishing the wizard should have been an easy task.


Take that!


Won!


Or not


I don't like the look of this

The game now settled on a repeating gag, where one of the goblins would be captured by the wizard, who had taken some horrendous form, and another goblin would rescue the captured one, but be himself captured.


Let's use some magic


Failed again


Let's try some raw power then


This is getting tiresome

BoBo, who was the last one to get imprisoned by wizard, now in the form of a spider, was released by Dwayne shooting the web holding him with the catapult. Hooter could turn the wizard-spider into a bunch of smaller spiders, which would drop and could be easily captured by a well placed sack.


And there was lot of rejoicing!


I must confess I am bit sad that the game is already over. Although all the levels weren't as carefully designed as others, Gobliiins was still a nice enough game to play. We'll see how my enjoyment will be reflected in the PISSED score.

Session time: 3 hours
Total time: 18 hours 30 minutes

11 Highest Paying URL Shortener to Earn Money Online

  1. Linkbucks

    Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
    The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.
    • The payout for 1000 views-$3-9
    • Minimum payout-$10
    • Referral commission-20%
    • Payment options-PayPal,Payza,and Payoneer
    • Payment-on the daily basis

  2. Short.pe

    Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
    You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.
    • The payout for 1000 views-$5
    • Minimum payout-$1
    • Referral commission-20% for lifetime
    • Payment methods-Paypal, Payza, and Payoneer
    • Payment time-on daily basis

  3. BIT-URL

    It is a new URL shortener website.Its CPM rate is good.You can sign up for free and shorten your URL and that shortener URL can be paste on your websites, blogs or social media networking sites.bit-url.com pays $8.10 for 1000 views.
    You can withdraw your amount when it reaches $3.bit-url.com offers 20% commission for your referral link.Payment methods are PayPal, Payza, Payeer, and Flexy etc.
    • The payout for 1000 views-$8.10
    • Minimum payout-$3
    • Referral commission-20%
    • Payment methods- Paypal, Payza, and Payeer
    • Payment time-daily

  4. CPMlink

    CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
    You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.
    • The payout for 1000 views-$5
    • Minimum payout-$5
    • Referral commission-10%
    • Payment methods-Paypal, Payza, and Skrill
    • Payment time-daily

  5. LINK.TL

    LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
    One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.
    • Payout for 1000 views-$16
    • Minimum payout-$5
    • Referral commission-10%
    • Payout methods-Paypal, Payza, and Skrill
    • Payment time-daily basis

  6. Ouo.io

    Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
    With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.
    • Payout for every 1000 views-$5
    • Minimum payout-$5
    • Referral commission-20%
    • Payout time-1st and 15th date of the month
    • Payout options-PayPal and Payza

  7. Adf.ly

    Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
    It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.
  8. Cut-win

    Cut-win is a new URL shortener website.It is paying at the time and you can trust it.You just have to sign up for an account and then you can shorten your URL and put that URL anywhere.You can paste it into your site, blog or even social media networking sites.It pays high CPM rate.
    You can earn $10 for 1000 views.You can earn 22% commission through the referral system.The most important thing is that you can withdraw your amount when it reaches $1.
    • The payout for 1000 views-$10
    • Minimum payout-$1
    • Referral commission-22%
    • Payment methods-PayPal, Payza, Bitcoin, Skrill, Western Union and Moneygram etc.
    • Payment time-daily

  9. Short.am

    Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
    It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life.
  10. Wi.cr

    Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
    You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.
    • Payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-10%
    • Payout method-Paypal
    • Payout time-daily

  11. Clk.sh

    Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.
    • Payout for 1000 Views: Upto $8
    • Minimum Withdrawal: $5
    • Referral Commission: 30%
    • Payment Methods: PayPal, Payza, Skrill etc.
    • Payment Time: Daily

AI Versus Environmental Interactivity In Gaming (Monday Musings 70)

Horizon: Zero Dawn's Thunderjaw
Both Breath of the Wild and Red Dead Redemption 2 have received universal critical acclaim, with environmental interactivity being one of the highlights, so it appears that a trend is for video games to emphasize physics.

One such example that my friend mentioned is that in Breath of the Wild, when you're in the lava area and drop a piece of raw meat, it falls to the floor cooked and then burnt. 

I was hoping, however, that developers will move more toward advanced enemy intelligence so that when you're fighting a trash mob or a boss, they respond to where you are and your attack patterns, so it actually feels like you're attacking a real monster.

For instance, even with my favorite game, Dark Souls, the bosses' attack patterns are very stylized, so even as you move behind the boss to whack it, he or she would attack in front, grasping at air, which is not realistic.

I think that's why I was so impressed with Horizon: Zero Dawn's machine design where they actually see what you're doing. I placed a trap, and the Watcher, noticing it, actually jumped over it. 

I was going to do the usual strategy of Dark Souls and attack the Thunderjaw behind him when he was shooting lasers at me when I was facing him. My thinking is that if I run behind him, he'd continue to shoot lasers in front of him, like the typical Dark Souls boss. However, since he saw me make a mad dash behind him,  he stomped me with his hind legs, turned around to face me, and started shooting his lasers at me.

For me, interacting with the environment is really cool in-game, but I can do a lot of these things in the real world (i.e. pushing benches, picking flowers), so it's not that exciting to push objects around in-game.

However, in real life, I'd never be in a situation where I have to fight soldiers, monsters, and other enemies, which is why I enjoy video games, to experience things that I'd never experience in real life. To be transported to another world, and face these awe-inspiring enemies.

Therefore, I'm hoping that if developers have to chose between environmental interactivity versus enemies that respond realistically to your attacks, I hope they'd work toward the latter so battles will feel more real, visceral, and get my heart pumping.

I'm not sure what is harder to code, but it appears due to limitations of budget and computing power, a given developer will have to emphasize one aspect over the other.

What do you prefer? The intricate, extremely detailed physics of a Breath of the Wild or Red Dead Redemption 2, or fighting extremely intelligent enemies of the likes of Horizon: Zero Dawn?

The How of Happiness Review

The Rising Popularity Of Board Games (LTUE – Panels 4 Of 4)


Tabletop—board, card, dice, roleplaying—games are more popular now than any time I can remember. I know people who only a few years ago wouldn't play a board game who now have a regular night each month, or week, when they get together with friends and play them. The games they are playing cover all types. They might play a favorite they know well or try a new game they hope will become a new favorite.

It's hard to pin down why people are playing more games than they used to. Everyone has their own reason for sitting down at a game table. Even though a thousand people will have a thousand different reasons, there are some generalizations to be drawn.

Socializing

Getting together has been a favorite past time for generations. In the past the reason may have been a different type of social event—helping neighbors in the garden or with the animals. My mom talks about how her family would get together to bottle up fruits and vegetables at harvest time. People still have dinner parties where family and friends get together. But now they might have dinner and a murder mystery to solve.

Games provide a focal point during social events. I grew up with my parents having friends over to play Pinochle or poker. I would get with my siblings and we would play Risk, Aggravation, Feudal, or two-handed solitaire. I know I'm not alone in this upbringing. Even sporting events are people getting together for a game, either to play or watch.

Times now are no different—people like to get together and socialize. What has changed are the types of games available and general attitude about games.

Rise of Game Diversity

Games used to be quite basic. I remember three main types of games that were available when I was a kid. There were race games, winner take all games, and party games. Some even combined the two, you race around the board buying property and raising rent until you forced others into bankruptcy and out of the game. That style of games, and many of those games, are still around. And they have their place on a game shelf. I keep some around. In collecting some older games, I've found there were other games that were harder to come by. Games that expanded on the basic concepts and used new ones to define what made a game. Now those games that were pushed to the side are what people are looking for.

A lot of games now allow everyone to play to the end. These games are called Eurogames by many people. Instead of working to see who gets to the end of the race first or who gets knocked out first, everyone is playing until a victory condition is met. Some of these are set for the person who reached to requirement to be declared the winner. Others hit the end game and then everyone counts their score to see who won. This style reminds me of many of the card games we played when I was a kid. No one is defeated out of the game who then waits for everyone else to finish before they can join in on a new start. Everyone is involved, something people growing up in youth sports have heard the past forty years.

There are also more mechanics used in how to play games. We still have card drawing and dice throwing. We also have deck building, drafting, role-playing games, cooperative games, and more. Each style brings new challenges to how a game is played and new ways for players to think. Not all games are for everyone. I know people who don't like heavy strategy games, others who don't like deck building. You name a style and you will find someone who doesn't like it. The flip side is also true. Each style will have its champion. A friend of mine has a daughter who is a worker placement guru. She very seldom loses when playing one.

The rise in diversity of game design allows access to those who didn't want to just play a game to become the ruler of the world.

Stories

There have been games based around storylines, but many new games have richer stories that carry through the game instead of just creating a setting. Even those using a backstory before play begins have a stronger sense of place. People collect specific settings. I know a person who has a hard time turning away from any game that includes zombies.

The development of story in games provides a stronger connection to the game. No longer are people just pushing their pawns around the board, they are taking on the role of the space settlers fighting against other alien races to create an outpost on a distant planet. This draws people in.

Games create a draw that can be found in both books and movies. You have a story to start with, but with more activity than just reading. They contain similar elements to movies, something that really comes out with games that are based on people playing a personality as part of the game.


Designers and Artists

Designers and artists are gaining followers. Many enthusiasts follow creators of games they enjoy and look for other ones they designed. Artists are also making names for themselves by creating works for games. I heard a conversation of Magic the Gathering players that was focused on the artists who created the art used on specific cards, other cards they had done, and how some of the cards are collectible purely for the depiction on it.

Some follow a good author or director who has already produced something enjoyable. There isn't really any difference

This ties in with the increasing number of independent developers. I looked at some of the older games in my collection and many don't list who the designer was, just the company making it. Independent publishing allows smaller game companies and individuals to create and produce their games without having to first get approval of a larger company.

Final Thoughts

When you combine these four features, there are strong reasons why games are on the rise. You have the opportunity of sharing an experience with friends of a story you create based on what others have started without having to spend new money once it's on your shelf.

If you are already part of the hobby, you understand the attraction. If you are new to it, you will probably be surprised at what is out there. One convention I attend is a combination of electronic and tabletop gaming. Every time there is a group of people who arrived for the electronic games and ended up playing tabletop games.

Fellow Panelists (information from program guide)

Ryan Decaria is host of the Meeple Nation Board Game podcast, where he covers the hot new games, news, and kickstarters, and discusses the board game world. Ryan is also author of Devil in the Microscope, a YA mad-science fiction novel, and a sequel arriving later this year. madsciencefiction.com, meeplenation.com

Natasha Ence cut her teeth on Dungeons & Dragons before moving on to other rules systems like Mutants & Masterminds. Table-top gaming and a voracious love of stories lead her to study literature, teaching, and creative writing at university; this gave her the solid foundation she needed to become a full-time professional game master. talesoffthetable.weebly.com

New York Times bestselling author Dan Wells is best known for his horror series I Am Not A Serial Killer. His other novels include two young adult science fiction series. Dan has written for the television series Extinct. He cohosts the Hugo-winning podcast Writing Excuses. He also writes short fiction and game fiction and edited the anthology Altered Perceptions to help raise funds for and [increase] awareness of mental illness. Dan lives in northern Utah with his wife, six children, and more than four hundred board games. thedanwells.com

Aaron Lee Yeager has worn a lot of hats. Author, radio DJ, pilot, newspaper editor, space education flight instructor, teacher, game show host, actor, ambassador, stage hand, playwright, set builder, salesman, director, and stand-up comic. But of all the hats he has worn, the two that mean the most to him are husband and father.

Daniel Yocom runs Guild Master Gaming, which has supported tabletop gaming and other things geek. It includes reviews of games, books, and movies. Articles also appear on other websites. He has short stories published and is working on his first novel. guildmastergaming.blogspot.com.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

You can also join Guild Master Gaming on Facebookand Twitter(@GuildMstrGmng).