jueves, 23 de mayo de 2019

STAR TREK: GENERATIONS


Three years after Captain Kirk passed the torch over to Jean Luc Picard in the seventh Star Trek motion picture, MicroProse finally gave us the movie tie in. Released in 1997, Star Trek: Generations adds a heavy dose of adventuring to the first-person-shooter but is it any better for it?

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Samurai Warriors 4-II [Includes All DLCs + MULTi2 Languages] For PC [9.7 GB] Highly Compressed Repack

Samurai Warriors 4-II - is a hack and slash game by Koei Tecmo, and sequel to Samurai Warriors 3. Unlike past Samurai Warriors games, this one only has Japanese voice and it is the revised edition of Samurai Warriors 4.


Featuring: The last title released for the tenth anniversary of the series, Samurai Warriors 4-II, is here at last! Naomasa Ii appears as a playable character for the first time, and the various personalities of the age are explored in more depth in "Story Mode", which is now focused on individual characters. Series favorite "Survival Mode" returns, powered up from its previous iterations.The most well-received elements are carried over, while the action balance, cut-scenes and character development systems have all been upgraded.
1. FEATURES OF THE GAME

Smarter artificial intelligence and enemy officers have more attackaction patterns and are more difficult to defeat.
Highly challenging and richly rewarding endless castle Mode! Survive and ascend the increasingly difficult Castle.
New 13 different game endings plus the ability to merge weapons to create your own and more powerful weapon.
For the first time in the epic Samurai Warriors' franchise history, General Naomasa Ii will be a Playable Character.
Samurai Warriors' new 13 playable characters plus, 13 Exciting new chapters of gameplay with 65 total scenarios.

Game is updated to latest version
▪ Samurai Warriors 4-II - Horse Set
▪ Samurai Warriors 4-II - BGM Set 1
▪ Samurai Warriors 4-II - BGM Set 2
▪ Samurai Warriors 4-II - Animal Set
▪ Samurai Warriors 4-II - Weapon Set
▪ Samurai Warriors 4-II - Scenario Set
▪ Samurai Warriors 4-II - Old Costumes Set
▪ Samurai Warriors 4-II - Special Costume Set 1
▪ Samurai Warriors 4-II - Special Costume Set 2
▪ Samurai Warriors 4-II - Edit Parts Set + 2 more

2. GAMEPLAY AND SCREENSHOTS
3. DOWNLOAD GAME:

♢ Click or choose only one button below to download this game.
♢ You need μTorrent program to download torrent files, download here.
♢ View detailed instructions for downloading and installing the game here.
♢ Use 7-Zip to extract RAR, ZIP and ISO files. Install PowerISO to mount DAA files.

SAMURAI WARRIORS 4-II [ALL DLCs + MULTi2 LANGUAGES] - DOWNLOAD LINKS
http://pasted.co/af29b5ae       https://pastebin.com/raw/9EYeguHE
PASSWORD FOR THE GAME
Unlock with password: pcgamesrealm

4. INSTRUCTIONS FOR THIS GAME
➤ Download the game by clicking on the button link provided above.
➤ Download the game on the host site and turn off your Antivirus or Windows Defender to avoid errors.
➤ When the download process is finished, locate or go to that file.
➤ Open and extract the file by using 7-Zip, and run the installer as admin then install the game on your PC.
➤ Once the installation is complete, run the game's exe as admin and you can now play the game.
➤ Congratulations! You can now play this game for free on your PC.
➤ Note: If you like this video game, please buy it and support the developers of this game.
Turn off or temporarily disable your Antivirus or Windows Defender to avoid false positive detections.
5. SYSTEM REQUIREMENTS:
(Your PC must at least have the equivalent or higher specs in order to run this game.)
• Operating System: Microsoft Windows Vista, Windows 7, Windows 8, Windows 10
• Processor:
Core2 Duo 2.4GHz  or faster for better gaming experience
• Memory: at least 1GB System RAM
• Hard Disk Space: 11GB free HDD Space
• Video Card:
640*480 pixel over, High Color or faster for better gaming experience
Supported Language: English and Japanese language are available and supported for this video game.
If you have any questions or encountered broken links, please do not hesitate to comment below. :D

For Coin & Blood By Alan Bahr, RPG Review


Heroes work diligently to rid the world of evil. It is their goal to make a world that is better for everyone to live in. Well, everyone but those they see as evil. The warlords, necromancers, and cult leaders also have their goals of making the world a better place.

Most role-playing games (RPGs) are focused on playing heroes. For Coin & Blood by Alan Bahr takes the typical format of RPGs and spins it around. The concept of the game is to play an antihero. Those men and women who survive and thrive by swindling, thieving, manipulating, and murdering.

For Coin & Blood is subtitled Grimdark Old School Roleplaying, and that promise is met. For Coin & Blood was designed to explore the underside of human behavior. Giving players the opportunity to be in a world where they are the ones who are despised and hunted down by the heroes. The game deals with mature themes and as such, each gaming group and game master (GM) looking at running adventures in this setting should consider the implications for whom they have at the table. You have been forewarned.

Review

For Coin & Blood was developed using the open gaming license (OGL) and gives a feel of the original style of Advanced Dungeons & Dragons. For players who prefer the counting up of AC, to hit, etc., there are also rules for creating an increasing scale instead of a descending one. Like the earlier versions, there is a higher fatality rate expected for the player-characters—you are the evil ones people want to stop by either death or incarceration (those murder-hobos usually prefer killing everything).

The rules are easy to read and understand. With our first reading of For Coin & Blood, 4 of us were able to understand of the game, create characters, and then run an encounter. One of our players has no experience with earlier versions of DnD and had no problems with the information.

For Coin & Blood simplifies some of the rules allowing for a quicker start and faster play. Six attributes are created in the same fashion as the parent system. There is only one saving throw instead of 3 or more. Hit points are the constitution score and go up 1 point a level. During play most every dice roll is done using a d20 and d6s.

Although the game is designed for playing the evil side of humanity, the book doesn't go into anything explicitly. There are no horrific details of what characters can do, nor does the art reflect anything of that nature. Honestly, you could play these characters as heroes instead of antiheroes (villains see themselves as the hero of their own story). You also don't have to worry about leaving the book open with concern about who might see it.

The front half (pages 13–71) of the book is about character creation and general rules. The back portion (pages 74–119) is about designing adventures, descriptions of encounters, treasures, and other information for the GM. Nearly everything presented will be familiar with players who have played fantasy based RPGs.

Character Creation

For Coin & Blood uses a score of 3–18 for 6 attributes. Again, these are the ones DnD players are familiar with. It is designed with only one race, humans, and there are no alignments. After rolling up your attributes you choose a class.

There are 7 classes to choose from: assassin, blackguard, cutpurse, knight, magus, priest, and sellsword. The names when taken with consideration of the general premise of the game provide almost all of the information you need when making a decision. A character's class provides some benefits, restrictions, and a saving throw. Starting wealth for everyone is 3d6x10.

Since the characters are creating a reputation, an additional score for Infamy (1d6) is added. Infamy is a representation of how well known the character's evil acts are known. Its progression is based on the deeds the character participates in.

Different character classes get experience point bonuses for high (15+) attributes and Infamy.

As characters advance, they gain benefits at a slower pace than many of the newer RPGs. They earn an additional hit point and they might gain a spell or a bonus to hit. When characters are a level or two within each other, they are comparable enough not to throw an adventure out of balance.

Flexibility

For Coin & Blood is clear about leaving a lot of room for GM alterations. Don't be shocked by the gaps in the descriptions and tables, they were done on purpose.

The simplification of rules allows for storytellers on both sides of the GM screen to create the adventures they want.

Overall

For players who are looking for a grimdark adventure setting, For Coin & Blood is an excellent choice.

We had fun playing For Coin & Blood. We enjoyed the quick start and faster pace. We liked the fact that we had enough options to create the characters we wanted without so many options that we needed an entire gaming session getting characters ready.

There is enough structure to give random outcomes without getting bogged down in what rule applies to what activity.

We decided For Coin & Blood is a game we will play again. A couple of our test group already have ideas for one shot adventures and a campaign setting.

You can find For Coin & Blood on DrivethruRPG (link).

Gallant Knight Games website (link).

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 Facebook and Twitter(@GuildMstrGmng).


GaryCon 2019 (Part 1)


What a weekend!

Yes, I got back from GaryCon in one piece.  Was there all Thursday and Friday, but had to leave about 1pm on Saturday, after my last game.

There's almost too much to say, so I'm going to keep this kind of brief and condense it all into one blog post.  Wish me luck!  [edit: Nope, just couldn't do it.  This is going to be in two parts.  First, Cha'alt, and then Alpha Blue.]

Session 4

The final session of Cha'alt concerned exploring and looting the frozen insides of the gargantuan purple demon-worm Kra'adumek.  My family and I pre-rolled nearly 100 ability scores (strength, dexterity, etc.), all 3d6 in order, ahead of time.  That's going to come in real handy in the years to come... and will appear in Cha'alt.

As that game was "D&D 5e," there were numerous expectations.  When I told everyone that I wanted to keep it standard races, only one racial ability per character, just the main 4 classes, and you roll a % and what your ability scores turn out to be is what they are, save vs. death... well, some jaws dropped. 

The players were more than a little dismayed (one player's suggestion of pre-gens was solid and I probably should have done that, but also wanted to use my d100 ability score table), but kept their composure (no table flipping), which I appreciated.  After all, if a PC died, he could simply roll up a new one and keep going.  With this method, it wouldn't have taken more than 5 minutes to come up with a whole new character.

We played it old school - distance, movement, and perception checks were all but hand-waved.  And sure enough, just as I told them, once the adventure got underway, how strong or wise their characters were didn't matter as much as thinking things through, tactics, diplomacy, knowing when to step on the gas and when to break, and, of course, luck.

I didn't open any D&D books the entire game... in fact, I neglected to bring any D&D books to the convention - aside from my own scenarios and guidebooks.  To me, that's a sign of a qualified old school GM who's comfortable with his rulings.

This being a con game, they came up with an overarching desire (kill the demon-worm), and I presented them with a way to achieve that... the unexploded photon torpedo.

Several party members almost died, but no one actually bit the big one.  Some nice treasure was had, NPCs interacted with, weirdness encountered, and juicy combat to get the blood pumping... as well as spilling out all over the demon-worm floor.

By the game's end, everyone thanked me for the experience.  I appreciated their indulgence of my old school ways, and a few of them said they were glad that I stuck to my guns.  Overall, I think everyone had been temporarily transported to another world.  That kind of immersion is all the thanks I'll ever need. 


Session 2

The second session of GaryCon was Beneath Kra'adumek.  Since I designated that particular game Swords & Wizardry, the occasional shitty ability scores didn't raise an eyebrow.  This crowd was primed for vintage D&D escapades. 

While I unfortunately forgot to bring my copy of How To Game Master like a Fucking Boss to session 4, I had it with me during session 2.  So, each player rolled % to see what past experience they had. 

The wildest result was a gnome (complete with ridiculous hat) trying to get the PC and others to invest in some financial scheme, offering a transparent cube as some sort of proof-of-concept. 

That could have just been a throw-away idea forgotten as soon as it was said, but no.  The player who rolled that proudly talked about his cube and attempted to seek investors in his uncanny enterprise.  After swapping realities with a nearly identical party, that player decided his cube was now a sphere... and the roleplaying began anew.  By the session's end, his business' tagline was "It never ends."  Appropriate.  ;)

As has usually been the case, the PCs decided to convince several of the purple priests to join a new faction - one instituted by the PCs themselves.  After killing the Ipsissimus and mid-wife-ing a newly hatched demon-worm spawn, it wasn't too difficult to persuade some drugged-out cultists to worship Kra'adumek in an entirely new way. 

They played around with the fissure in time and space, experimented with mutated xoth, ate 67 omelets, and foiled the priest's plans to sacrifice a trio of virgins. 

Due to the freewheeling nature of this dungeon, the loose rules of early D&D, and player personalities, a lot of jokes were told and the table erupted in laughter about a dozen times in those 3 hours of weird retro-escapism. 

There was even a woman among the players, so of course I had to make my own saving throw to avoid chanting, "Old enough to bleed; old enough to play a human barbarian!"  Thankfully, I just made it when the die ricocheted off my slimy green tentacle, and old school grognards were saved having to excuse my toxic masculine diversions. 

Some great and/or hilarious quotes from that session...

  • The New God's name is "wormy"... it's a work in progress.
  • "He who slithers through our minds.  Praise be!"
  • Purple priest playboy mag stuck behind the library books.
  • "Spicy sriracha worms."
  • "May the violet be with you... always."
  • "GnomeSphere... it never ends [TM]."
  • "Obey the slither!"

All in all, both groups were fantastic!  I had a blast GMing for everyone, and I hope the memories of Cha'alt will live long and prosper in our collective imaginations.

Ok, part 2 should come tomorrow.

VS

p.s. I managed to move all 4 sessions to a less noisy, less distracting area of the hotel so we could all enjoy the game without shouting, wondering if we actually heard the other person correctly, or daydreaming about the guy at the next table dressed as Gandalf being bludgeoned into unconsciousness with his own Dwarven Forge terrain.


martes, 2 de abril de 2019

Anyone Want To Go To GDC???





So you're a student with limited funds, your University can't send you, or you just want to lend a hand. Whatever the reason, you may still be able to attend this premiere event by becoming a Conference Associate. Are you willing to earn your attendance (and a little extra money) by doing about 25 hours of on-site work? Apply to be a Conference Associate (CA)!

Click here for more information about becoming a GDC CA!

If you still have questions after visiting that link, you can contact our CA Manager, Ian MacKenzie, at camanager@calounge.com.

Op Compass - Game 4, Last Stand


Our trip through the actions at the beginning of WW2 in the Western Desert continue this week with our 4th adventure in the sands of North Africa.

If you want more information on the Campaign I have set up a separate page which is updated regularly with updates on rules along with links to all the previous games,

 https://yarkshiregamer.blogspot.co.uk/2018/04/opcompass-1940-resource-page.html

The games are based on an excellent book by Robert Avery which is available from The Toofatlardies, there is a direct link to purchase the book on the Resource Page.

We use 28mm figures with this scenario taking place on an 8 x 6 table using a home brew set of rules, based on Iron Ivans Disposable Hero's.



Matildas lead the charge (ok walk) into the Fort

Historical Background

It's the 9th of December 1940, the Italian advance into Egypt has stopped, the forces of Mussolini happy with the ground taken have started to consolidate and form a series of forts across the area.

The British Commander General Wavell decided that the next move of the war would be a British counter attack. Part of the plan involved the 4th Indian Division (consisting of British and Indian Infantry) supported by the heavy Matildas of 7RTR passing through a gap in the Italian lines and then turning North towards the sea attacking and neutralising forts along the way.

Our game represents the final stand of a group of Italian Troops in the Fort of Nibeiwa.



Table Set Up and Terrain

The above photo shows the table before any troops have been added, I have just used 8 x 6 of our table. As described in the briefings below this represents one corner of the Fort. There are three trenches and a series of low buildings to represent huts and buildings. In addition to that there is a large open walled area along with some tents to the bottom of that.

The roads and tracks give no bonus to movement, they are just well trodden paths within the Fort area. There are no special rules in force.


Turn 2 and Mole breaks down, it didn't move again until the last turn of the game
British Briefing and OOB

As British Commander you have the simple job of cleaning up the last defenders of Nibeiwa, the majority of the Fort has been subdued however the last pockets of resistance are holding out in one corner of the base.

Minimise your casualties as there is plenty more work to be done today, your forces for the attack are listed below,


Italian Defenders under artillery fire.
Force Commander - 1 Officer, 1 Sgt and 1 Radioman in Truck
Artillery Observer in Daimler Dingo
7th RTR Troop - 3 x Matilda 2 tanks
1 x 25pdr (Off table)

Bren Gun Carrier team with 1 vehicle carrying 1 x Vickers HMG and crew, other two with standard 1 x Bren or 1 x Boyes AT.

Bren Gun Section (HQ is force commander)
1 x Support Section with 1 x 2" Mortar and 1 x Boyes AT Rifle
3 x Infantry Sections with 1 x Sgt with SMG, 2 man Bren Team and 7 Rifles

Truck Borne Section (as Brens) but 1 truck with HQ and Supports with 3 further trucks each with an Infantry Sections.

Morale, Basic 5, Corporal 7, Sgt 9, Officer 11

British Forces arrive at the top of the table (defined by the set up photo) the Matildas move on in move 1, the British may bring 2 sections or supports per turn. Artillery is available when the Artillery Observer is on table.

Reinforcements may be available on request.


British HMG lays down support fire from a rooftop
Italian Briefing and OOB

Things are not going well, the British attacked Nibeiwa early this morning and so far they have captured most of the Fort, you are our last, best hope. Protect the radio room at all costs and hope that they can raise the required reinforcements before you get over run.

Your forces are as follows,

Force Command  - 1 x Officer and 1 x Radio Operator with 1 additional Radio Operator.

1 x L3 Tankette
2 x 75mm Field Gun and crew 
1 x HMG and crew
1 x 81mm Mortar 
1 x 47mm ATG

4 x Italian Squads each with 1 x Sgt with SMG, 1 x Corporal with Rifle,  1 x 2 man LMG team and 6 Rifles.


Italian Artillery in action
Morale Basic 4, Corp 6, Sgt 7, Artillery 8, Officer 9

All Italian Units are hidden and only placed on table if they are spotted or fire. The Italians secretly chose one of their buildings as their Radio Room and place their additional Radio Operator in that structure.

Umpire Notes 

Other than the hidden Italian deployment this is a fairly straightforward scenario, the British are expected to over run the Fort and for me unless they loose next to nothing a winning draw should be the best result they could expect. The Italians earn a draw if they cause a reasonable number of British casualties, a winning draw if they cause enough damage for the British to call for reinforcements (there aren't any !) and a win if they can hold the British off.

The game should last one full gaming day, call the result at the end of your gaming day.


Bren Carriers to the front.
How did we get on.

Another fun game, initially the Italian players, their morale dented by the last games drubbing, were quite resigned to being quickly over run but soon realised that the game was going to be a much closer affair, they chose quite a deep defence, leaving the buildings at the top of the table, instead choosing to defend the walled area and the trenches, the latter having the best fields of fire.


Looking cool, but still broken down.
The first significant action took place fairly quickly, a Vehicle Breakdown card was drawn as an event and the last vehicle to move was the Matilda called "Toad", dice rolled, a serious engine problem, cue much frustration as it took the whole game to fix !


Hide and Seek
Taken out by a Bren, embarrassing !
The "tank" battle was quite amusing, the faster but frankly useless (vs another tank) L3 Tankette, spent most of the game using it's greater speed to hide from the two remaining Matildas, hiding behind building after building with the British Infantry Tank plodding behind, this worked fine until it got bogged down in sand and shot up from the rear, quite embarrassingly by a Bren Gun.

Bren Attack !

Dismount and Charge

Run Away !
The Infantry fighting in the buildings and around the walled area was fierce, close range firefights and hand to hand combat was the order of the day. The British Infantry slowly capturing a building at a time with the Italian Infantry giving a fine account of themselves.

One Italian Artillery unit in trouble

2nd one in more trouble.
The Italian Commander had set up their two Artillery units fairly far forward in the shadow of the walled area and in the early part of the game they gave some excellent support to the front line, however both were to fall. The first Gun lost a figure to a stray round but was finished off from the machine gun on a Matilda.
The second gun was caught by a section of British Infantry, they had just cleared the walled area and ended up streaming out of the gated entrance into the Italian Artillery men, they put up a fight but there was only going to be one winner.


"I keep hitting it Sarge, it ain't doing no good"

"Ratty" proving invincible again
The Italian player fired AT after AT round into the remaining 2 Matildas but to no avail, there is a slim chance of causing some track damage with a 47mm against these beasts but rounds just kept hitting and bouncing off the hull, turret and mantle.

The last stand
The final group of Italian Infantry held out for a couple of turns in the last trench, supported by a Mortar and a HMG, but the British had ended all Italian resistance bar a AT gun and the HMG and more importantly the Radio Operator who was still busy calling for reinforcements oblivious of the carnage going on around him.

Final losses where as follows,

British - 16 Infantry and 1 Bren Carrier
Italian - 32 Infantry, 8 Artillery crew, two guns and one Tankette.

Italian Commander minding his own business when a 25pdr lands next to him.
A tough one to call, result wise and I did give a winning draw to the British on the day however on revision I think the Italians did much better than they did historically and caused a decent number of casualties, plus they put up a damn fine fight, so I have revised the result to a draw.

The draw gives 2 points each giving us a running total, after 4 games as British 11 points and 5 points to the Italians.

Game 5 coming up soon when the British will be trying to push deeper into the Italian Forts.



lunes, 1 de abril de 2019

Bill's Tomato Game (Amiga)

BIll's Tomato Game title screen
Developer:Bill|Release Date:1992|Systems:Amiga, Atari ST

It's the 30th anniversary of the Commodore Amiga 500 home computer! I mean not today specifically, it seems like it hit the Netherlands in April 1987 and the rest of Europe shortly after. But it was released in the US at some point during October, and that's all the excuse I need to make this month on Super Adventures all about AMIGA GAMES!

For the next few weeks it's all Amiga titles, nothing else. Wall to wall Amiga. Though don't worry if you're not keen on that idea; at the rate I've been writing about games lately you're likely to only see two at best.

I started by checking top 100 lists to put together a set of classic titles that really define what the system is, the most Amigary of Amiga games... but then I realised that they'd have me playing things like Sensible Soccer. So I scrapped that plan and decided to play a few of the games that have stuck in my head for whatever reason. Like Bill's Tomato Game for instance! It's a game about tomatoes made by a guy called Bill Pullan. Though it definitely isn't named after him, at least according to the manual, which I definitely didn't check just now out of curiosity.

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