Archive for the 'Games_Podcasts' Category

strange_magic.jpgInterjection Games has created in the last few years some supplements for Pathfinder that have taken Vancian Magic, turned it around, messed with it, added some flavour, put some touches of genius on top and created some really interesting products that really push boundaries.

Now, after a long time in development, Bradley Crouch has started a Kickstarter campaign to release Strange Magic. This new supplement contains three new schools of magic: Truename Magic, Musical Compositions and Ethermagic in 20 new classes and archetypes.

I got together with Bradley to talk about the product and what this is all about and I have to say it was genuinely interesting!

Apologies for the sound quality on this one.

Hope you enjoy the show!

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pic1867874_t.jpgThe Titanic is probably the sea tragedy that’s capture people’s imagination the most up to date. Movies, books, museums, songs… and games have been created around it.

And my favourite French games design company, Ludonaute, has done just that, create a game around the Titanic.

Designed by Bruno Cathala and Ludovic Maublanc, this is a cooperative game for one to eight players. A variant of the traditional solitaire in which the theme of the Titanic has been implemented to create a tense experience.

But does it play as well as it says it does?

We find out in this episode!

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campaign.jpgAnd here we are again, in the RPG Room discussing if games should come with campaign material or just the rules.

A lot of games come with a lot of information. Spells, equipment, combat, rules for travel, rules for talking, abilities, skills, bonuses…

And some games come with setting and campaign information and others don’t, but do they need them?

Should games come with some sort of setting information? Should that information be in a separate book? Do you care?

Vickey Beaver, Jim Pinto and myself talk about it.

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pic1707205_t.jpgPixel Tactics was released by one of my favourite companies, Level 99 a while ago to great success, but not enough because Level 99 deserve a lot of success.

They have consistently released good quality games of a variety of styles and genres, including Roleplaying Games, card games and iPad games.

Pixel Tactics is a game for two players that plays in about 30 to 45 minutes and offers a heavy gaming experience with tons of tactics (hence the name) and super cute and well crafted characters with a retro 8bit style art direction.

But does the game stand up to scrutiny?

Michael and Max sat down to have a go and find out!

Hope you enjoy the show!

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pic1269874_t.jpgSmash Up, published by Alderac Entertainment Group in 2012, has seen quite a success for a card game that, by just reading its description, shouldn’t work. It sounds totally bonkers.

Mix two decks of totally themes that you wouldn’t think of mixing, like Zombies and Fairies, give each Zombie and each Fairy an ability to do something and then send them forth to conquer bases that will give you points to win the game.

It does sound very silly and the rules make it look like a very easy to play game. Also there are a fair number of expansions to make the game last even longer.

But how does it play for the first time?

We’re about to find out!

Hope you enjoy the show!

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Smash Up, published by Alderac Entertainment Group in 2012, has seen quite a success for a card game that, by just reading its description, shouldn’t work. It sounds totally bonkers.

Mix two decks of totally themes that you wouldn’t think of mixing, like Zombies and Fairies, give each Zombie and each Fairy an ability to do something and then send them forth to conquer bases that will give you points to win the game.

It does sound very silly and the rules make it look like a very easy to play game. Also there are a fair number of expansions to make the game last even longer.

But how does it play for the first time?

We’re about to find out!

Hope you enjoy the show!

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panel_title-7d68f632965b7be5438d38ec2e98GenCon is for many of us Europeans a Mecca of gaming we’ll never get to see. Though I hope to someday.

The biggest four days in gaming, as the slogan aptly announces, has been going more than 45 years. From humble beginnings it’s turned out to be a true giant. And deservedly so.

This year it also comes with a very interesting twist that’s made it very exciting for even more people: The re-launch of Dungeons & Dragons, the game that started it all.

Wizards of the Coast has this year made a huge effort to bring the excitement to the floor and regain the mantle that it lost quite a while ago. And I hope it works. I truly do.

But of course that’s not the only thing that goes on. The Ennies are there and, literally, thousands of games people can join.

Vickey Beaver and Jim Pinto join me in this most excellent episode to talk about GenCon, how to manage the schedule, what to do and, just as importantly, what not to do.

Hope you enjoy the show!

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pic1528436_t.jpgIello released Titanium Wars at Spiel 2013 and the theme and looks were enough to get me very interested. Then I found out it was also a resource management game and also a card game. I like all of that.

The subject? You must expand your galactic empire to win the game. You do that by developing technologies, building armies and blasting the other players out of the sky.

In a nutshell, a winner for me.

But in reality how does it play? Well, this episode will tell you because we sat down around the table and played it so we could tell you how good it is!

Hope you enjoy the show!

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LUG-Banner-2014.jpgOnline conventions are a logical step in the socialising scene for a lot of hobbies. Probably any hobby, to be honest. The possibility of getting “together” with other people who share a passion and talk, play and share ideas together.

That is exactly what Tre’ Grisby thought when he decided to create L.U.G. Con, an online RPG convention that’s been going on for the last three years and gathers a few hundred people every time it’s on air.

But what does it take to create an online games convention? Exactly how does it work? I have never been to one, so I’m totally clueless and was really happy when Vickey Beaver asked Tre to come along and tell us about it.

This interview was hosted by Paco Garcia Jaen, Vickey Beaver and Jim Pinto.

Remember you can follow us on Twitter and Google+!

Thank you for your support.

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pic1063921_t.jpgCore Worlds was published by Stronghold Games in 2011 and was designed by the – rather talented – Andrew Parks.

If you just follow its description, Core Worlds probably won’t interest you very much since there are *a lot* of games that sound like it: Deck builder, Science Fiction, Space Exploration.

I know, yawn.

But this game is special. I didn’t believe it when Michael Chamberlain told me, but this game is special. So when in G*M*S Central we decided to record some podcasts with our favourite games, games we’ve played time and time again and love to bits and we’d take to a desert island, Core Worlds was brought forward by said Michael with the speed of thought.

That was pretty fast.

So here you have it, a special episode with a review of our favourite game.

Enjoy the show! 

Remember you can follow us on Twitter and Google+!

Thank you for your support.

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