Conan the Barbarian Remake August 2011

Posted in Gaming News, Movie Review with tags , , , , on March 19, 2011 by boccobsblog

Tonight the wife and I went out to see Adjustment Bureau, as we left I happened to see a poster for a remake of Conan the Barbarian. Maybe my geekdar is on the fritz but I thought I would have heard if a new Conan movie was coming out this August.

A third Conan movie, King Conan, has been rumored for twenty years, but it has never been more than a rumor. In fact a visit to Internet Movie Database said this about the possibility of a third installment in the series:

The third Schwarzenegger Conan movie, tentatively called “King Conan: Crown of Iron”, has been in various stages of development for the past twenty years. It has been close to being made on a couple of occasions, but something always came in the way, whether it be creative differences, scheduling problems or budget. The studio has now pulled the plug on that movie once and for all, and moved on. Many rumors, and even trivia on IMDb, have suggested the Kevin Sorbo movie, Kull the Conqueror, was the original sequel to Conan the Destroyer, called Conan the Conqueror. Since the script was never used, however, it was changed from Conan to Kull and made from him Alantis rather than a Cimmerian.

Ok, fair enough. Since he became the Govinator I kind of made peace with the idea that the Conan line was dead. (At least the Conan line with Arnold.)

Then a few years ago I heard that Ron Perlman (of Hellboy fame and Beauty and Beast shame) was going to take on the role of King Conan. Well it turns out that Ron will be in the film, but as the character Corin, not Conan.

Conan will be played by Jason Momoa from Stargate: Atlantis.

I’m not sure how I feel about this. My first reaction is that remakes ALWAYS suck. My second reaction is that while Momoa is a buff dude that could easily bench-press my taco eating ass, he isn’t fit to hold 1982 Arnold’s jockstrap. Hmmm…a seven time Mr. Olympia or a dude that models for a living…  I’m just saying…  Also, it is in 3D which make me die a little bit inside. (3D movies make my eyes bleed.)

As always with movies, I will hope for the best and then spend a few days cursing and crying alone in the basement living off shameful tears and used dryer sheets.

Regardless I must see any movie that has swords in it, it is the geek code.

Conan 2011 movie website (has a teaser)

IMDb entry

Board Game Geek.Con Vs. QuakeCon

Posted in Gaming News, Uncategorized with tags , , , , , , on March 14, 2011 by boccobsblog

As I sit idly and wait for Gen Con I thought I’d pass along this link, sent to us by a reader and fellow gaming enthusiast.

In the article, Chris draws parallels between BoardGameGeek.com’s convention- Board Game Geek. Con and Quake Con.

Enjoy

D&D Props

Posted in D&D 3.5e DM Content, D&D 4e Content, D&D 5e, D&D Fifth Edition, D&D Next, Dungeons and Dragons, Pathfinder with tags , , , , , , , , , , , , , , , , on March 7, 2011 by boccobsblog
D&D Prop

Warner Bros. Props Department

Here is a list of possible props for use with your D&D, Savage Worlds, Pathfinder, World of Darkness or any fantasy setting.

Beggar’s cup – put a few coins in to make noise, extend the cup to a player (form them to place a coin in), and tilt it so they can see a message folded up inside

Scrolls – Spells printed on parchment and sealed with wax and a seal or a ribbon

Sand timer/ hour-glass – I have always wanted to place a massive hourglass on the timer and announce that the players have one hour to exit the dungeon

Coins – Chocolate coins, foreign coins, or if you really want to shine: Campaign Coins

Lock Picks – Maybe the players didn’t know the NPC was a rogue in disguise until they search his room

Jewelry – I found awesome junk rings and brooches at the Good Will store for next to nothing (unless you count the weird looks from the lady at the counter or the hours of mocking from my wife)

Rocks or Geodes – Tumbled rocks can be purchased at a craft store for cheap. Maybe the work as keys or a spell focus

Compass – Maybe it points to treasure, or the last owner’s killer

Weapons – Every geek has a sword or a mace from the flea market or the Ren faire. Just don’t get all hopped up on Mountain Dew and start swinging it at folks

Sealed Letters – Card shops and specialty store carry fancy envelopes and stationary fit to write an invite to Castle Ravenloft on. Maybe find someone who can knows calligraphy to write the letter for you

Leather pouches – place several small coins, picks, props, notes, red herrings, in there and let the players figure it all out

Game board – I think we’ve all used a chess puzzle at one point or another

Cards – Skip a combat encounter and play a few hands of Three Dragon Ante with your players in their favorite tavern and give them xp for role-playing. Maybe use poker chips or campaign coins

Tarot cards – Read your players fortune and drop hints about upcoming adventures or let the cards write the next adventure for you

Runes – Take flat rocks and paint strange symbols on them. Make custom runes from clay, Sculpey, or Fimo. Place a codex in the dungeon to decode them

Keys – Buy some old skeleton at a junk shop or antique store. Use a fine tip Sharpie or a knife point to make cryptic markings on them

Books – Take an old book from the used bookstore or antique shop and hollow it out, or underline certain words that make a different message

Spell book, journal, – Take a blank book and fill it with dark symbols, runes, sketches, bits of information, lies, misdirection, distress, burn, waterlog the text to make it look ancient. Check out sites on Mythos Tomes to get ideas and inspiration

Puzzle Lock – One year at Gen Con, I went through a True Dungeon Session and we had to pick a lock, rather than rolling dice, the DM had an actual puzzle lock that we had to figure out. There are several degrees of locks available on the web, some are quite challenging

Old bottles – add water, a drop of food color, a cork and you got a potion.

Wooden Puzzle– I found some wooden puzzles at Mejiers for five dollars. My players kept finding small wooden pieces, and finally a strangely shaped lock. (note: you may want to build in a secondary path or make the locked room not essential to the adventure so things don’t grind to a halt if the players can’t figure out the puzzle.)

Puzzle Box– Hide maps, secrets, deeds, etc. in a false bottom

Wand/ Staff – Take a stick from your yard, sand off the bark with coarse grit sandpaper, then smooth with a fine grit. Add a “crystal” to the tip by gluing on a piece of rock salt or quartz. If you really want to get detailed, you could add runes with a knife or a wood burning tool

Figurine – A small glass or wooden animal could serve as a figurine of wondrous power.

Globe – Find an old globe at a yard sale, junk shop or Craigslist and repaint it with your game world map.

Gems – Take plastic or glass ‘gems’ from a craft store like Michael’s or Hobby Lobby and use them as gems, or Ioun stones

Hit those junk, antique, and resale shops, as well as the Ren faire and find a prop for your game. If you’re willing to sculpt a story around the object, anything can serve as a great prop.

 

Felicia Day- Dragon Age Redemption & The Guild season five

Posted in Gaming News with tags , , , , on March 4, 2011 by boccobsblog

 

pic via Felicia Day’s blog

 

Felicia Day recently appeared on Late Night with Jimmy Fallon to talk about her newest project, Dragon Age: Redemption. The web series is set in the world of Ferelden and will run six episodes starting in the summer of 2011.

Day writes, stars in, and co-produces the series, now in post-production. She plays, Tallis, an elven assassin.

In a USA Today article Felicia said, “Tallis is headstrong, she fights dirty, and she has a really sarcastic sense of humor,” she says. “I wanted to bring a modern sensibility to a fantasy character in a fantasy world.”

In addition to the Dragon Age project, The Guild has been picked up by Microsoft for a fifth season. After reaching one hundred million viewers, it is no big surprise.

It is clear that Day’s career is just starting. I need to log and not turn into a geeky fan-boy over this…

 

Fallon interview

USA Today article

Felicia’s Blog post

How Teaching Helps Me Be A Better DM

Posted in D&D 3.5e DM Content, D&D 4e Content, D&D 5e, D&D Fifth Edition, D&D Next, Dungeons and Dragons with tags , , , , , , , , , , , , , on February 28, 2011 by boccobsblog

When I’m not writing blog posts or running games, I work as an English instructor at my local community college. The longer I teach, the more I see my teacher-side creeping into my game table, and I think this is actually a good thing. Several of the strategies I use in the classroom have actually provided more enjoyment and an all-around better game (at least in my opinion).

Give your players homework

I find giving my players some small task to do during downtime creates a richer role-playing experience and helps to foster better-developed characters. I always offer some reward as an incentive, usually in the way of XP, but you could offer gold, items, or possibly agree to indulge the play in a side quest or goal.

Examples:

  • Write a summary of the night’s adventure
  • Write a back story for their character
  • Detail the contents of their backpack (a braid of his wife’s hair, the flint his father carried, etc). This one really helps create back story and depth.
  • Map the dungeon or countryside
  • Create a code by which the character lives (I’ve found the easiest way is to make a list of things the player will never do, harm a child, steal from the poor, etc. It helps to define their alignment for them.)
  • Detail a fear or phobia the character has and why
  • Write a brief summary of what your character’s goals are
  • Create a family tree
  • Ask bards to write a poem or a story

Give handouts

As a teacher I like my students to have something tangible they can look at after class and think about we’ve worked on. The same holds true for the game table; as a PC and a DM I enjoy these handouts immensely, especially maps. This may seem weird (but I’m sure I’m not alone on this), but I enjoy looking at maps of the game world and trying to imagine what secrets reside on those hexes, what adventures are waiting for me.

Note: I think handouts differ from props slightly. We’ll cover props in a different article. Where did I put my foam sword…?

Examples:

  • Maps (hand-drawn is fine by me)
  • Fiction from the game world (Pepper these in with the treasure, they will add depth, explain back-story or world history without bogging down the session. The Elder Scrolls series of video games does this seamlessly.)
  • Letters (use a font that resembles hand writing, and don’t be afraid to spill something on it or burn the edges, it’s a bit junior high, but so what it adds flavor. Download a rune font or elvish script.)
  • NPC Portraits (use the archive here, print them out on card stock or photo paper— 4.25×5.5 so you can fit four to a page.)
  • Menus (What’s for dinner at the local tavern?)
  • Treasure Maps (Use these a unique treasure that sets you up for a side quest, don’t level scale either, a treasure hunt should be rough, and have a huge payout)
  • Wanted Posters (makes for great side quests, again don’t level scale, let the gold piece value of the reward and the list of crimes give the players an indication of the difficulty)
  • Scrolls (print of the spell’s effect, maybe print it on parchment-style paper. Seal it with wax if you want to go from handout to prop. This idea also serves to save time during combat. Your player doesn’t have to stop and look up the spell in question. Find obscure spells or spells your player won’t normally take)
  • Newspaper (ok this may seem silly, but in the right setting, Sigil, Sharn, etc it might make perfect sense.)

Make time to plan your class

Students (and players) can tell when you’ve thrown a game together at the last second. It really hurts the game experience because it puts your players closer to reality, while the purpose of role-playing is to immerse yourself in a secondary world and lose yourself for a few hours. One thing that I find that helps with campaign planning is to keep a log of all the happening in the night’s adventure. Keep a list of people and places that players interact with. You will be amazed at how many adventure hooks the players will create for you. (The guy they picked a fight with at the tavern, the person whose pocket they picked, the loved ones of the monster or npc they killed. Etc) While occasionally it is fun to play a session on the fly, more often than not you’ll want a series of possibilities open, and unless you run a pre-planned world, you’ll need to sit down and prep. (Note: We ran an article a while back that provided prep-time reducing handouts for the DM, a list of NPC names by race, and a list of treasures by encounter level. Both can be found here.)

Give course evaluations

Evaluations, when given in a thoughtful, honest manner, can make you a better teacher. If my students didn’t care for a certain text or film, I generally choose something different the next time I teach the course. The great thing about teaching at the college level is that every sixteen weeks I get to try things differently.

The same approach holds true at the table. Ask your players for honest feedback. Ask your players what they like and write to that. I have some players for example, that could really do without combat, while I can’t remove all they action from the game, and I always try to put some level of mental challenge or puzzle in for that player when they’re present. Sometimes DMs write for themselves rather than for their players. Don’t be afraid to ask your players what they like and dislike about your game. It may be awkward at first, but it will lead to a more enjoyable experience.

-Andy

Magic the Gathering Tactics

Posted in Gaming News, Magic the Gathering with tags , , , on February 21, 2011 by boccobsblog

Following our recent post on Magic deck building strategies, I thought I would post a link to the free Magic the Gathering Tactics game.

What is MtG Tactics? Well according to Wizards.com:

Magic: The Gathering – Tactics™ from Sony Online Entertainment, is the first game that brings the iconic characters, spells and settings from the world’s premier trading card game to life in a fully realized 3D world with tactics-style game play. Tackle the challenging single-player scenarios or join legions of gamers worldwide for intense battles of thrilling strategy in casual and tournament formats.

Video Preview 1

Video Preview 2

Magic the Gathering: Deck Building Guide

Posted in Magic the Gathering, Wizards of the Coast with tags , , , , , , , , , , , on February 19, 2011 by boccobsblog

Updated on 4/7/2020 (Thanks Dave R.!)

Recently I have been playing a lot of Magic. While the last few sets have been pretty uninspiring, I’ve been playing with students at the college where I teach and their enthusiasm rekindled my passion for the game. Today I gave a presentation on basic deck building to the students in the game club and I thought I would post my notes for anyone interested in improving their magic game.

Choose a theme. [optional] (Examples: Merfolk, Knights, Goblins, Clerics, Fairies, etc.)

Rationale: A theme helps solidify a deck’s concept. Also, many themes share spells and artifacts that make strategy and card choice easier.

1.)   Choose a deck concept.

While this may sound like choosing a theme, it is much different. While a theme might be knights, or giants, a concept is how your deck will function mechanically. Do you want a lot of fast creatures (aggro)? Do you want to run the table and affect your enemies with powerful spells (control)? Do you want a mixture of the two (aggro-control)? Do you have a trick in mind or one you found on the net (combo)? Common deck concepts are weenie (a swarm of low casting cost creatures), burn (lots of spell damage), discard, and stomp (big creatures).

2.)   Decide on a win condition. How do you intend to win the game? Do you want to do creature damage, spell damage; do you intend to ‘deck’ your opponents by milling them?

3.)   Choose cards that support your chosen win condition. For example: If you intend to do fast creature damage, choose spells that will remove roadblocks on your path to victory. Make your creatures unblockable, give  them flying, remove blockers, etc.

4.)   Plan for everything. Ok, not possible, but did you cover the most common threats? Do you have a way to deal with: flying, enchants, artifacts, burn, creature damage? Keep your decks interactive and responsive.

5.)   Never, ever, ever, go over 60 cards ( or 40 in a tournament) in your deck.

Rationale: This one is simple statistics: each card you add to your deck over 60 makes it that much more unlikely that you’ll pull the card you need. Wouldn’t you rather have a 1 in 60 chance of pulling your needed card than a 1 in 70?

6.)   Understand the statistics in the game and make them work for you. If you need a certain card to make your combo work, place four in your deck. This takes you from a 1 in 60 chance of pulling that card to a 1 in 15. Simple enough. Put cards in your deck that will affect the chances of pulling your needed cards. Cards that allow you to search for a certain card, spells that allow you to draw more cards, cards with the cycle ability; all of these tactics will greatly improve your odds of pulling the cards you need. Don’t leave it to chance, take control.

7.)   Learn the ‘rule of nine’. You truly only need nine cards to create a magic deck.

Rationale: By only using 24 lands and nine playsets (four copies of a card) your deck will be focused and honed. By choosing only nine cards that support your win condition your deck will be a dangerous weapon whose strategy comes together quickly, rather than a random collection of 60+ cards with ‘neat effects’, or ‘cool art’. Many players find this approach too restrictive, but if you need evidence of its effectiveness, google any number of pro decks and you’ll see the RoN at work. And remember, use the RoN as a starting point, but don’t be a slave to it.

8.)   Learn the mana curve. You want the casting costs of your deck to form a bell curve. Create your deck in such a way that you are using all your mana each round and playing spells each turn. Be sure and put several (about 1/3 of your deck) 1 and 2 casting cost cards in your deck so that statistically you will be sure to draw a ‘one drop’ spell on your first turn. Sure, that 8-casting-cost creature is awesome, but while you wait 10 – 12 turns to cast him, your opponent has already wiped the floor with your corpse by dropping lower cost creatures every turn and needled you to death. examples of mana curve

9.)   Learn how much mana your deck needs. In multi-color decks, you will need to add the mana symbols up and place them in a ratio, simplify the ratio, and that will tell you how much mana you need. Until you’re comfortable doing it yourself, there are websites that can help you compute how much mana your deck needs. (note: the average 60-card deck needs about 24 mana)

Printable handout of the article: MtG_Deck_Building_Tips

Good luck!

Check out the cool MtG Life Counter

Goodbye Minis, Hello Tokens

Posted in D&D 3.5 e Content, D&D 4e Content, Product Review with tags , , , , , , , , , , , , , , on February 1, 2011 by boccobsblog

Wizard’s has stopped production on their miniatures line. To help fill this gap, they have begun producing more 2D tokens.

We ran an article several months ago showing how you could easily make these tokens at home, but several players have expressed that they haven’t the time to make their own so, that said, here is a list of Wizard’s products that contain good D&D tokens.

Dungeons and Dragons Adventure Game (2000)

This was a 3.0 edition basic game for people new to the hobby. It contains several sheets of one-sided, gray-scale tokens. Some of the tokens are of strange sizes because the sizing was different in 3.0 (large tall, large long, etc.), but this only affects a few tokens. This set is getting hard to find, but can still be bought on Amazon or E-bay for about 5 dollars. While not flimsy, these tokens are made out of much thinner material than the 4e tokens, but they are your cheapest option.

D&D Role-Playing Game Starter Set (2008)

This is essentially the fourth edition equivalent of the above-mentioned product. It came with a few sheets of dungeon tiles and several sheets of two-sided, full color tokens made out of the same material as Dungeon Tiles. The down side to this product is that it didn’t remain in production for very long and prices online are expensive with new sets selling for 50 dollars on Amazon.

The Red Box (2010)

The “Red Box” contains two sheets of token similar (but not exactly the same) as those contained in the fourth ed. Starter set from 2008. The Red Box sells for about twenty dollars and can be found online, Wal-Mart, and Target (although hopefully you’ll support your local game store if you have one)

Dungeon Master’s Kit (2010)

This box set contains another 3 sheets of die-cut tokens made from the Dungeon Tile material. Two sheets contain monsters and one sheet is PC’s of various races and classes. At forty dollars, this is the most expensive option, because the tokens are just a small part of the product.

Monster Vault (2010)

This 4e product is a treasure trove of monster tokens containing 10 full sheets of iconic D&D monsters. Again, these tokens are die-cut and made from the same material as Dungeon Tiles. At thirty dollars, it is one of the pricier options, but it is filled with some beautiful tokens of varying sizes.

Boccob’s Blog is coming back after a brief hiatus

Posted in Uncategorized with tags , , on January 26, 2011 by boccobsblog

Aug 26th, 2010 started like any other day. I arrived at work and started to write the next blog post when Boccob asked me to meet him for a staff meeting. I grabbed a pen and paper and hurried into the mage god’s office. Upon entering I was struck in the head from behind with a long wooden Staff of the Magi. I turned, rubbing the lump growing on my head to see Boccob standing there laughing, his well-worn staff in his hands.

“Staff meeting” he says between fits of laughter. “Get it?”

Well, long story short, I didn’t see the humor in his joke and he broke the staff over my head and blast sent me to an alternate dimension from which I am just now returning.

More 3.5 content coming soon! Please feel free to post any topics or issues you’d like to see us cover.

Castle Ravenloft

Posted in Gaming News, Product Review with tags , , , , , , , , on August 25, 2010 by boccobsblog

picture via Wizards.com

On August 31st, Wizards will uncover the first in a new line of D&D board games, Castle Ravenloft. The game is based on the famous 1983 AD&D adventure module I6: Ravenloft, by Tracy and Laura Hickman. The game uses newly modified dungeon tiles that connect together like large puzzle pieces to keep the board from moving around. This tile based system allows the game board to be different for each adventure.

There are 5 heroes (cleric, wizard, rogue, ranger, fighter), and several monster to include two large miniatures (a flesh golem and a zombie dragon), and one huge miniature (a dracolich). The miniatures are unpainted (though they are cast in different colors of plastics based on power level), and are in the standard D&D scale. All of the miniatures (with the exception of the dragonborn fighter) are recasts of D&D minis.

The game contains the following pieces:

40 miniatures                     Rules book

Dungeon tiles                    Adventure book

4 card decks (treasure, hero powers, monsters, encounters)

1    20-sided die

The game will retail for $64.95 and be playable for 1-5 players.

If you’d like more information on the game you can follow this link and watch Mike Mearls open a copy of the game and show you what you’ll get for your money.

Not convinced yet? Well then follow this link and download a free copy of the rule book.

Also, if you do buy the game, Wizards has placed two additional adventures on their website for download (here).

-Andy