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Gen Con Selects Game to Grow and Special Olympics Indiana as Charity Partners for 2019 Convention

 Gen Con 2019  Comments Off on Gen Con Selects Game to Grow and Special Olympics Indiana as Charity Partners for 2019 Convention
Dec 242018
 
Gen Con Selects Game to Grow and Special Olympics Indiana as Charity Partners for 2019 Convention

FOR IMMEDIATE RELEASE

INDIANAPOLIS (December 13, 2018) Gen Con, the largest and longest-running tabletop game convention in North America, has chosen Game to Grow and Special Olympics Indiana as its Official Charity Partners for 2019. Since moving to Indianapolis in 2003, the annual convention has raised more than $300,000 for its charity partners.

“We are proud to partner with these two worthy organizations, who share a core belief with our attendees: the idea that coming together around a shared passion can build community, provide opportunity, and enrich lives,” said David Hoppe, president of Gen Con.

As part of this agreement, both organizations will receive proceeds from Gen Con’s 2019 fundraising efforts, including longstanding charity events such as an auction, a balloon sculpture, and the popular “Cardhalla,” a mass destruction of giant playing card structures.

“Like sports, the games celebrated by Gen Con have the power to unite and to break down barriers while providing outlets for creativity, competition, and joy,” said Scott Furnish, senior director of development at Special Olympics Indiana. “Special Olympics exists to provide similar opportunities for people with intellectual disabilities, both on and off the playing field. As we commemorate 50 years of changing lives in Indiana through the transformative power of sports, we are proud to partner with Gen Con and thrilled to be featured as an official Charity Partner for the 2019 Convention.”

Gen Con held its 51st annual convention in 2018, attracting over 60,000 attendees and 520 exhibiting companies. The event’s diverse programming, including more than 17,000 individual ticketed events, encompasses the Indiana Convention Center, Lucas Oil Stadium, outdoor activations on Georgia St. and South St., and many surrounding downtown hotels.

“Gen Con is a perfect example of how games can build and strengthen community,” said Adam Davis, Executive Director of Game to Grow. “Game to Grow’s services, using RPGs to help kids and teens build social skills, is built on the amazing power of games not only to develop and reinforce friendships, but also to help us as individuals to learn, grow, and change. We are honored to be partnering with Gen Con, as it will allow us to help more kids and families and serve our mission to raise awareness about the life-enriching power of intentional gaming.”

Gen Con returns to Indianapolis August 1-4, 2019. Badges will go on sale on January 13, 2019.

About Gen Con LLC

Gen Con LLC produces the largest consumer hobby, fantasy, science fiction, and adventure game convention in North America, Gen Con, The Best Four Days in Gaming!™. Founded in 1968 and acquired in 2002 by founder and former CEO of Wizards of the Coast, Peter Adkison, the company is headquartered in Seattle and takes place each August in Indianapolis.

About Special Olympics Indiana

Special Olympics Indiana is a nonprofit organization that is a part of the global Special Olympics movement, using sport, health, education, and leadership programs every day around the world to end discrimination against and empower people with intellectual disabilities. Founded in 1969, Special Olympics Indiana has grown to more than 16,000 athletes and unified partners in virtually every county throughout the state. With the support of nearly 10,000 coaches and volunteers, Special Olympics Indiana provides year-round sports training and athletic competition in more than 20 Olympic-type sports for children and adults with intellectual disabilities at no cost to the participants. Learn more by visiting www.soindiana.org.

About Game to Grow

Game to Grow is a 501(c)(3) non-profit organization founded in 2017 on the belief that games of all kinds have the power to improve people’s lives. Game to Grow’s weekly therapeutic social skills groups help young people become more confident, creative, and socially capable using tabletop games, most notably Dungeons and Dragons. The founders and lead facilitators Adam Davis and Adam Johns use their years of experience in couple and family therapy, drama therapy, and education to promote social growth among youth in a fun, safe environment. Game to Grow also works to spread the intentional application of games by traveling to speak at public conventions and academic conferences. The founders provide training and consultation services so that other therapists, educators, and community organizers can use the beneficial power of intentional gaming in their own communities, around the country and around the world.

Media Contact for Gen Con LLC

Stacia Kirby, (206) 363-1492, stacia@kirbycomm.com

 Posted by at 5:37 PM

Flip Through: Sovietski for Rifts RPG

 Featured, Flip Through, Palladium Books, Rifts, RPG Book Reviews  Comments Off on Flip Through: Sovietski for Rifts RPG
Dec 202018
 

In this Flip Through Matt takes a look at the Rifts World book Sovietski.  this book contains everything from prerift history to the  present day. There are a lot of new character classes for Rifts in this game, plus bunkers, and a slew of cybernetics. C’mon in!

I really like the approach that was taken with Sovietski.

You can support Through Gamer Goggles by getting your copy here:

 Posted by at 2:52 PM

Flip Through: Outbreak Undead

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Nov 222018
 

In this Flip Through Matt Takes a look at Outbreak Undead. The Zombie survival RPG that brutally shortens your life. Published by Renegade Games Studio.

 

If you must play a survival game this is probably the right one to play if it’s a good day to die.

 Posted by at 10:23 PM

Flip Through: Dungeons & Dragons Art & Acana

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Nov 152018
 

In this Flip Through Matt Takes a look at  Dungeons & Dragons Art & Arcana a Visual History.  This is a pretty in depth overview of this book by Sam Witmer, Kyle Newman, Jon Petersen, and Michael Witmer.  Art & Arcane is a complete history of D&D including everything from Chainmail to 5e. If you have been playing for awhile you will have several I remember that moments.

This book is so valuable – it makes me fell like a teen age boy again and I believe it always will!

 Posted by at 11:17 PM

Tomb of Annihilation Review

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Nov 152018
 

Tomb of Annihillation

Publisher WotC

256 pages

5 chapters

6 appendices

 

Tomb of Annihilation is tied to a classic adventure; Tomb of Horrors which was extremely difficult.  Keeping that in mind it should be noted that this isn’t for the weak at heart- there is a good chance that players will have several characters die. I suggest that they show up to play with a few back up options because Tomb of Annihilation is just as difficult. The players are intorduced into the adventure by learning about the Death Curse. Which is really nasty if you’ve ever died. Basically the disease attacks the health of anyone who has managed to brought back to life, that is their health begins to decay. Oh, and if you die the Death Curse prevents your soul from being reanimated by any means, it seems even the gods are powerless. With the mission set first level PC’s begin their adventure to deal with the Death Curse that if they are lucky enough to complete will put them up to about eleventh value.

Before talking about the adventure let me express a few things.  Chult is everything a GM wants; beautiful, exotic, and enticingly deadly. This combination creates an insane amount of fun while the curse infects players. Chult also adds several new arrangements for the dead; eight new fauna in all. The cities are every bit as rich as the jungle too. Each city is full of content that is both ordinary and exotic enough to give it it’s own personality.

Which brings us to the Port of Nyanzaru,the real start to the adventure. This is where players will kind set up their base of operations (we did). It is from here that the players will initially gather information, possibly find a guide, and most likely get outfitted. The port city is also full of great little side quests to get the PC’s started. Beyond that the players can explore several npc’s.  We used the port as our safe haven from the jungle.  It’s where we rested and even relaxed. With that being said we aren’t running through Tomb of Annihilstion like a meat grinder. That is something you can do if you want, but it’s extremely difficult without a crazy pace.  I highly suggest that PC’s try dino racing I had a blast.

The jungle is by far one of the most exotic places written about for 5th ed. The new fauna has some pretty extreme effects, but jungle have always been dangerous. My favorite is the Monkey Fruit.  Because it is a diabolic kind of fun I plead the 5th. There are several other encounters for players to deal with like dinosaurs and undead. Not to mention the threat of diseases, dehydration and insects.  That is why a guide for the jungle is suggested.  The jungle has several key locations for the players to discover.  What’s great about is that they can really takle them in any order.  That doesn’t mean they will pickk the right place, but it really gives the players a sense of control in the story, which is something many adventures don’t do very well.

The Next stop for the adventure is the Forbidden City. Which is nescessary for us to visit if we are going to get into the Tomb of the Nine Gods.  It is gurded by a Yuan-ti “cult”. If I say anymore then that I will be giving players some super ammunition – no spoilers here. But I can tell you that the city is just full of puzzles, traps, and violence if you want to play it that way. One good thing about the is the way the writers tie the NPC’s to the Death Curse. Our GM actually allowed us to ally with the major NPC instead of fight him. Since, our party is largely filled with holy rollers we will most likely have to fight him after exiting the temple – providing we live that long.

The temple is a massive dungeon, 65 pages, that is really the only part of the adventure that you have to play. Thatt’s right the rest of the book can be played pretty much like a sand box. The temple is a nasty place, difficult puzzles protected by deadly traps and often hideous monsters too. This is where we are in our adventure and I suspect to die a few more times before completing the adventure. Again no spoilers, What I can say about this part, and every part of the book really, is that if the players look hard enough there is almost always another way to accomplish their task.

The appendices are absolutely amazing and needed.  If Tomb of Annhilation didn’t include them the gm would miss important parts of story while reading things like the wandering monsters.  The first appendix gives us two new backgrounds that are fiting for this campaign, the Archeologist and the Anthropologist.  Of course most of the new material like fauna and monsters can be found here. But one of the most important resources the book has is appendix E, the player hand outs.  I found that the hand outs were super helpful.  I have often felt that for too many GM’s have overlooked them, not realizing how valuable a tool they are.

Tomb of Annihilation is an extremely dangerous adventure where I believe players should expect their characters to die! The Death Curse pretty much makes the parties mistakes a TPK.  Which limits the people who might want to play the adventure. It isn’t really for people who don’t want a challenge, and even then you shouldn’t fear death. With that said there are several work arounds that allow players to avid death if they spend the time working together. I think that the authors have done an excellent job with Tomb of Annihillation. It does a great job of bridging the gap from AD&D to 5th ed.  Being someone who has played both I feel that they have respected the original motifs in Tomb of Horrors, while expanding on them without damaging the original job. Thgis is als a great reference books for GM who want to create nasty jungles, temples, and puzzles. Further this adventure offers players a change of pace allowing them to save Sword Coast in a new way.

 

 Posted by at 10:14 AM

Flip Through: Pathfinder Playtest (2nd ed)

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Aug 282018
 

In this Flip Through Matt takes a look at the Pathfinder Playtest core book.  He makes note of many of the changes and new design.  Much of the book is about Character Creation.

This is my first thoughts on the Pathfinder Playtest book. I hope to be able to go more in depth next week (August 30 2018).

 Posted by at 5:52 PM

Gen Con 2018 Video Blitz 45: Javier on Beasties and Bygones

 Gen Con 2018  Comments Off on Gen Con 2018 Video Blitz 45: Javier on Beasties and Bygones
Aug 232018
 

Javi and I did our annual close to Gen Con , this year we talked about Beasties and Bygones and the future. It’s much more like comedy than an interview.

Beasties and Bygones is a Dungeons and Dragons parody.  For those of you that are into adult humor you might enjoy their show.

 Posted by at 10:40 AM

Gen Con 2018 Video Bllitz 44: Rob McCreary Starfinder from Paizo

 Featured, Gen Con 2018, Paizo Publishing, Starfinder  Comments Off on Gen Con 2018 Video Bllitz 44: Rob McCreary Starfinder from Paizo
Aug 222018
 

I had the opportunity to meat with Rob McCReary The change of fantasy weapons to tech weapons,  vehicles, the Beginner Box, and Reworking of the adventure path series.

There are way too many good things on the horizon for Starfinder!

 

All of your Starfinder can be found here.

 Posted by at 2:27 PM