2009/Jan - GAMERS Newspaper

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FREE Vol 3 Issue 1 * Gaming Articles, Monthly Editorials & Remarkable Stories

Jan 09

A Host of Challenges - Confessions of and Indie RPG Publisher. Part 2 By Andrew Kozak This month we bring you the second installment of our ongoing chronicle of the trials and tribulations of an independent game developer. Their work can be seen and p u r c h a s e d a t www.metalmagicandlore.com. They are imminently qualified for the task at hand. How many of us have, over the years, said to one another . . . “Hey man, we should totally make our own game!” Well put down the cheetos and mountain dew and read on friends, it takes not only a lot of work, creativity and patience, but an ability to juggle a thousand things at once.

Andrew and Vito know what they're talking about, and hopefully we can all learn something, gaming related or otherwise from their experience. It was February 2006. There we were, 5th Epoch Publishing. We were only partly dressed, but with plenty of places to go yet. We had engaged in some heavy work to make Metal, Magic and Lore® more fun to play and easier to use, and the fact remained - we had a great game system that was innovative, and played and well designed. We had an enthusiastic and growing staff: 2 co-authors, 4 designers, 5 creative staff, and a host of consultants. We were fortunate enough to have some very talented people

Mild Reboot and Statement of Purpose Ben Chronister OGO Publications Editor

Over this last year, we here at G.A.M.E.R.S. have done the best we can to bring you, the reader, the best in nerdy news. We’ve conducted interviews with many industry insiders and game designers, reprinted relevant clips from multiple different sources and reviewed many games, books and conventions so that you could remain a well informed member of the geek community. With the new year come many new challenges, promises and opportunities. Over the coming months our newsletter will be undergoing a period of growth. We’ve several new writers coming on board, with our first of them being Ms. Victoria Vesey who this month provides us with a review of the classic and recently revitalized Watchmen graphic novel.

Several others are on the way, and our search for additional writers, editors and graphic artists continues. Our goal is to provide readers with as much original, relevant content as can be produced. So please, continue to enjoy this publication and as the year moves forward, feel free to provide us with any feedback you may have. We thrive and depend upon your input. This newsletter is here for your enjoyment, and we are deeply interested in what you want to see. Any input, feedback, interest in working with us, advertising requests or hate mail, may all be directed to bchronister@ogopublications.com. We look forward to continuing to provide you with high-quality nerd – related news and fiction, and are excited about what this year will bring. We hope you’ll remain with us to see it all.

involved with the project. Our consultants included medieval recreationists versed in armored combat, a professional armorer whose work can be seen at Neiman Marcus and a renowned structural engineer who was consulted in the aftermath of 9/11 and the subsequent World Trade Center collapse, a specialist in precious metals, among others. We had accumulated play test groups numbering some 50 people, from ages 13 to 40, male and female. We had accumulated a library of well over 100 books for research and reference. What we did not have yet, was a cohesive rulebook. We did have the

various sections of the book written in varying degrees of development, and we knew what we wanted the final product to look like. We still did not know many other things, like how much money would be required to bring the game to market, or how the project would be funded. Suddenly, there were a series of competing questions being asked that were seemingly interdependent. How much funding was needed? How would we seek out investors? What would their stake be and how would they get paid back? Was it even possible to pay them back? (Continued on page 3)

Neovention Reborn moved to 2010! Jack R Stewart OGO Publications

A decision has been made that in the interest of making sure we bring back Neovention in the best way possible, that we will postpone Neovention for 1 year. Nothing currently arranged is planned to change. Just to make sure that there are no rumor mongering as to the reasons for this decision, we wanted to make sure the real story is out there ahead of time. This decision was made by everybody on staff, the board of directors, and even the sponsors. The fact is we have all put a lot of work and money into organizing a great convention for everybody, however while looking over what we have planned, We decided that with the addition of some new

Celebrating Over 1 Year in Publication

opportunities that have presented themselves to the OGO & OGO Publications, that we can & will be able to pull off an even better convention by putting those opportunities to work for us now instead of later. The new tentative dates are March 26th - 28th, 2010. We will still be at the same hotel with the same great discount on rooms as 2009 was planned. The simple fact is that we are reviving a 20-ish year old convention, that many people cared for and loved, so we want to make sure that even it’s first year back is not done small. So, now is the time to submit any great ideas you may have had for events or suggestions! See You in 2010!


Editor in Chief: Jack R Stewart - jrstewart@ohiogamers.org Copy Editor: Ben Chronister - chronwriter@gmail.com Photography staff: Mike Henthorn - rutilius83@yahoo.com Writers:

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Now Renting Video Games!!!


Confessions—Cont. (Continued from page 1)

What was the market doing? How many copies might we sell in our first year? …in the following years? What were the tax implications? How would we, as the authors, get paid? What were our liabilities? What do we do about a presence on the Internet? We needed to answer these questions and many others if we were to continue. Again, when faced with all these questions at once, the idea of discontinuing the project had at times become as appealing as starting it had been. We had day jobs to tend to and families to take care of. We were willing to turn a labor of love into a professional endeavor, but the fact that we had already worked very hard at that was one that no

one could argue. But now, the project had somehow taken on a life of it’s own. The people around us were asking about it as if it were already a product. In a sense, the project had developed its own history! Its inception was as far back as 1988, and even during periods of inactivity, it provoked thoughts and conversations of reminiscence. When it was revived in 2002, the project changed form and evolved into a wholly new effort. The team who were involved had become excited to help, and proud of their efforts. They were painstakingly questioning every aspect of the game system to get it to work properly. As partners and co-authors, we had logged an average of 22-25 hours per week each over an extended period of time, and at times as much as 40 hours in a given week! As we had done this, the

ability to see Metal, Magic and Lore through to the market became more and more important to us. So at this juncture we felt a certain degree of pressure, albeit largely self -induced, but pressure nevertheless. We were now in a race with ourselves, and the sheer challenge of it was not only daunting, but in some strange way what made it so appealing. At this point, we feel it is important to mention that all partnerships, but especially ones in creative endeavors, are tested as the project moves through its various stages. We relied on our years of friendship and our deep commitment to the project to get us through. When working on a creative project, its not easy to tell someone who has worked for several weeks that one idea or another should be scrapped

in favor of something new. It took a lot of time to develop our partnership to where we had a level of trust and confidence to express the myriad of thoughts and concerns that arose as our work continued. Andrew is a mechanical engineer with both a creative and analytical mind; he gets paid to design systems from scratch under a competing series of environmental, physical and fiscal demands. Vito is a systems consultant who also has both a creative and analytical mind; he gets paid to help companies find their ways out of dilemmas by analyzing and developing creative approaches to challenges. The seemingly endless series of toils involved in the project tested professional abilities, our resolve and commitment to com(Continued on page 10)

We The Gamers Last August, Stardock and Gas Powered Games came together to make a bold proposition. That we, as gamers, have our own set of inaliable rights. The idea is one we’ve all surely talked about when faced with the many frustrations of any number of recently produced electronic games. Unyielding DRM (anti-piracy) software, system crashing bugs, unplayable levels, poor support and any number of other similarly daunting issues. All of these come coupled with steadily rising price-tags and the stolid march toward monopoly as larger companies like Electronic Arts eat up smaller companies at an astounding rate leaving us with fewer and fewer places to turn for our electronic recreational needs. This Gamers’ Bill of Rights has raised a bit of a stir, as GPG and Stardock have attempted to involve as many other companies as possible in their efforts to provide gamers with more and better alternatives to these common issues. Still unheard from as to their adherence to this proposal are several larger compa-

nies including Valve Software and Electronic Arts. The inevitable question here is, are these rules reasonable? Is it possible for companies to adopt these rules or is this merely wishful thinking? Are we as consumers asking too much or, as this is a free market, does the responsibility fall on the shoulders of the game makers to meet our demands? Below is the proposed Bill of Rights. We the Gamers of the world, in order to ensure a more enjoyable experience, establish equality between players and publishers, and promote the general welfare of our industry hereby call for the following: Gamers shall have the right to return games that don't work with their computers for a full refund. Gamers shall have the right to demand that games be released in a finished state. Gamers shall have the right to expect meaningful updates after a game's release.

Gamers shall have the right to demand that download managers and updaters not force themselves to run or be forced to load in order to play a game. Gamers shall have the right to expect that the minimum requirements for a game will mean that the game will adequately play on that computer. Gamers shall have the right to expect that games won't install hidden drivers or other potentially harmful software without their express consent. Gamers shall have the right to redownload the latest versions of the games they own at any time. Gamers shall have the right to not be treated as potential criminals by developers or publishers. Gamers shall have the right to demand that a single-player game not force them to be connected to the Internet every time they wish to play. Gamers shall have the right that games which are installed to the hard drive shall not require a CD/

DVD to remain in the drive to play. Does this hold water? We certainly hope it does. Stardock and GPG hope that eventually all the game publishers will unite under these rules. Unfortunately, there seems to be little to entice them. Despite any number of studies showing the utter ineffectiveness of DRM , and that continued support of a game can vastly improve its replay value and long-term sales, game companies seem intent to continue along their current path. Is it hubris, or should we as mere consumers stop trying to play amateur economists and captain’s of business? Whose court is the ball in really? As well, how would we enforce this proposal? In the end, the hope is that this proposal will gain some sort of speed. Even if the larger companies don’t necessarily pick up on the idea as it stands, perhaps by the very fact that these ideas be been deemed necessary to propose will cause them to realize that we, the people, deserve better.

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Watchmen—My Big Surprise Victoria Vesey Staff Writer

I don’t read comic books. Call me pretentious, but I’m a fan of fullbodied novels, thick bindings and page after page of words and only words to spark my imagination and sink my whole being into a new world. So, when I was asked to do a monthly book review for G.A.M.E.R.S., I was thrilled at the opportunity. Now I would have more reason to discover all the newest and best fantasy books on the market, and even be able to give my opinion on them, relieving my poor friends of the duty of listening. But when I was asked to read “Watchmen” as my first assignment, I was a little disappointed and it took me a while to even force myself to start it. Give me the classics, fantasy, poetry, biographies and anything else, but comic books had never made it onto my radar as worthwhile reading material. Though I frequently perused Heavy Metal and I love the morbid classic Johnny the Homicidal Maniac, I had a hard time finding comics that held my interest. Now I realize I had simply been looking through the wrong comics. With a level of ease that startled me, I was able to immerse myself into the “Watchmen” in just a few

pages. Being unused to the comic book set-up, I had a little difficulty with the flow of the story. The story starts out with the death of the Comedian, a founding member of the league of superheroes of the prior generation. Then for the first half or so of the book, the focus jumps back and forth between characters finding out about his death, and their individual back stories leading up to the event. However, with the fill-in provided by the memoirs of “Hollis Mason” and various other articles and additions in between chapters and a little perseverance, the story started to fill in the gaps. It took less than a chapter before I was hooked and I had made it through two chapters before looking up to realize that I hadn’t noticed a thing going on around me for over an hour. The story turned out more intelligent and motivating than I expected. I loved that the illustrations helped me to imagine the story more fully and the details of the pictures surprised me. I had also been under the mistaken idea that comics had very simplistic story lines and characters, but reading this has definitely changed that idea. The plot is complicated, with many layers and twists, the characters are given intricate psychological developments, and it has

a dry wit that kept me laughing and prevented the story from becoming overly gruesome. Detailed plot lines combine to show the development of the various superhero characters and the difficult situations they had to deal with that lead them to where they are at the death of the Comedian and then beyond to the resolution of the comic (not to give away the ending to those who haven’t read it). My favorite character was Dr. Manhattan, because of the immense struggles he dealt with due to his condition. The sci-fi obsessed will love the science behind the power of a radioactive man, both mental and physical. The complications of his story bring up many different ethical and moral dilemmas such as the responsibilities of someone blessed with such immense power, personal rights regarding how the government controls him and Laurie (his girlfriend and one of the other superheroes), how to deal with knowing the future, and the hero’s struggle against himself. Beyond everything else, it is interesting to see his complete connection to Laurie, despite the fact he seems to be beyond any form of real human emotion. In contrast, the back story of the Comedian, showing that he was as bad, if not worse than the villains

themselves; brought into play the idea of what to do when a “hero” does awful deeds in the name of government and the common good. This theme continues into the end of the story, when the true actions of several other characters are brought to light, with the presentation of the madness and excess that can occur when individuals go too far in thinking they can play god and change the world in the continual problem of the end justifying the means. These limitless philosophical questions and unique presentation in the story kept me intrigued and contemplative until the very end. Another aspect of this particular story that I enjoyed was the poetic style of the narrator in the flashbacks to the war and scenes such as Rorschach’s (a character somewhat analogous to Batman) conversation with the psychologist. It was a beautiful twist on a morbid subject, which might have come off simply as blood, guts and gore otherwise. Overall, I found “Watchmen” to be creative, compelling, philosophically complex and highly entertaining. I am happy to say I have discovered a new genre of interest and look forward to my next foray into the exciting and intricate world of comics. Recommendations will be appreciated.

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An In-Depth Analysis of Battle Star Galactica’s Kick-off to the End The Unknown Writer Staff Writer

OH SNAP! How else can you describe the first episode of this, the final stretch of one of the best television shows to grace the airwaves in the last decade? I have to admit; in the beginning I was skeptical of Battlestar Galactica. I had seen a few episodes of the original series and, unlike many an old-school geek, thought it was a crappy imitation of Star Wars, with a stupid robotic dog. And BSG 1980? Gag me, seriously. So, when the new series was announced and launched with a 3 hour mini-series I avoided it like the plague. However, after much cajoling I was duct taped in front of the television and forced to watch the mini. And ever since, I have been hooked. Ronald D. Moore and David Eick have created a storytelling masterpiece. Touching on modern themes and cutting out all the schmaltz of the classic sci-fi yarn, they have woven a personal narrative of loss, life and the tough choices a people under siege must make to ensure their survival. While impressive, the technical feats of the show take a sideline to the story; a journey of survival and faith for a society adrift. A story not unlike our own country’s last eight years. And what a journey it has been. Two Emmy’s, a Hugo, a Peabody and 9 other awards later we are now staring down the end of the journey. BSG has earned its props and is set to go out with a bang. And this year’s first episode did not disappoint. Now, I’ve gone back and forth on whether or not I should spoil any of the surprises of the first episode for those of you not yet fortunate enough to see it. And well, if you haven’t seen the episode, go no further. I think it would be impossible to review this episode without giving something away. However, I’m going to take a different tack than 8

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your average review, I’m going to look at three characters and their course through the episode instead of doing the standard linear review. So here goes the run down: Earth sucks! And everyone is starting to realize it. Apparently our BSG earthlings are about as good at keeping the peace as George W. on a drunken hunting trip. Thus, our heroes have landed on an Earth devoid of life, from a giant nuclear holocaust, from like 2000 years ago. And, by the way, what did we learn from the bones of the fabled 13th tribe of humanity? They’re cylons. Man, that had to be crappy for Roslin. Duala seems to be the worst affected by the whole mess and does quite a bit of crying. Allow me to take a moment out here and tell you about how much I hate Duala. She is a ho, and I directly attribute her dumping Billy way back in season 2 to his untimely death. (Yes, I know he moved on to other shows, but the story made me hate her) And she’s never redeemed herself since. So, when the depression finally takes over and she puts a bullet through her brain I literally screamed like a little girl, “AWESOME!”. Yes, I was shocked, yes I was a little sad and yes I understand that she did it because she just couldn’t take it anymore. She couldn’t take the battles, the loss and the disappointment. So, after a last good night with Apollo she shuffles off. But seriously folks. What exactly was her journey? Her time clearly wasn’t as hard as say, Starbuck or Adama or Rosslin. She sat in CIC and told people where to fly. And when she wasn’t doing that she was playing home wrecker to both the dearly departed Billy and destroying all of my Apollo/ S t a r b u c k f a n t a s i e s . Ho m e wrecker… The final four get an excellent sort of brain exploding series of flash backs.

The four of them, along with the fifth, were apparently all denizens of this long forgotten nuclear wasteland at the time it was nuked. Tyrol finds his shadow on a wall… all that was left of him after the bomb. Anders finds a guitar that was his, and was apparently friends with both Tyrol and Tory. All Tory gets is a flashback of hanging out with the two of them. Now, Tigh’s side of things is far more interesting. Yes, he gets a flashback. But, smartly, the BSG team decides to save it until the end of the episode. Where in we find that the fifth Cylon is (drum roll please….) HIS WIFE. Yes, that’s right. His wife, who was sleeping with Cavil on New Caprica and handing secrets over to the Cylons to get Tigh out of jail. The very woman who Tigh himself killed for being a spy (in one of the best moments of the entire series, by the way). Tigh, in one of the tensest moments of the show, also gets the chance to off Adama, and part of me thought he, or Adama himself might actually go through with it. But Tigh smartly puts the gun away and lets the increasingly despondent and worn out CO of the Galatica. I must say, figuring out how they got to this point in time and what their real purpose is better be one of the driving forces of the show from here on out. I like these four characters, especially Tigh and Tyrol, and their path to this point was one of my favorite parts of the show. I’m just worried that now that we’ve figured out where they’re from the show will begin to focus on other matters and leave this story line behind. Starbuck/Leobin get the biggest head trip of all (except of course for the distance Duala’s brains traveled after she shot them out). She’s dead. Or at least a version of her is. Apparently, she did make it to Earth after being sucked into that giant vortex. But while there, she crashed and died.

Making the moment when the Starbuck we know stumbles upon the dead Starbuck with Leobin decidedly awkward for all three of them. Leobin’s journey to this point and his reaction to it really made me like him even more. Finding out that he was entirely wrong about Starbuck and that his whole world view had been shattered will leave his final steps in the show some of the more interesting ones to follow. But back to Starbuck. Really, how screwed up must she now be? She’s married to a Cylon, found herself dead, and then burned her dead self on a pyre. Admittedly, she’s been one of my favorite characters. But I must say, that she didn’t kill herself after this little episode only proves how weak Duala actually was… err… I mean, how strong a character Starbuck really is. The Final Verdict: I think the scene where Roslin burns the prophecies and decides to go off of her cancer meds says it all. The entire crew is adrift, with more questions than ever and no where to call home. Simply, this episode was a game changer. The Galactica will soon find itself in what could be a run and gun battle for survival with Cavil’s army of crazy Cylons. Starbuck isn’t Starbuck… or is she? And no one, literally no one, now knows where they’re headed. Of course, this leaves me a little worried about the way the rest of the show will play out. They’ve got nine episodes to wrap this all up and have promised us one of the greatest space battles in history at the end of it. But what this show is really all about, and where I hope it keeps its focus, is on the people taking the journey. Stick to this, forget about the crappy one shot episodes we’ve seen in the past and get to telling the story you know how to tell. If you do this, we fans of BSG will not be disappointed.


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Confessions—Cont. (Continued from page 3)

pleting the project. The fiscal side of the project was a challenge all of its own. In order for this fledgling game company to come into existence we the authors were forced to create an investment structure that had to stand out in New York City where many such opportunities are born each day. The amount of money to be raised was a complex issue and its details are still a bit sensitive, but suffice to say that it was the subject of a number of very long meetings and the cause of many sleepless nights. Once the deal was set and we had gained the trust of investors enough to raise the minimum capital necessary, we then had to file a small mountain of legal paperwork. The advantage of having an excellent lawyer who really looks out for you can not be understated. It is safe to say that the project no longer felt fun. In spite of that fact,

we stuck to our guns and set forth to accomplish a number of things in parallel with each other. We had to create a sample rulebook that represented the direction of what we desired in look, style and feel of Metal, Magic and Lore. As well, we needed to determine how much funding would be required to produce the rulebook and manufacture units to bring to market. As if that weren't enough we also had to determine an appropriate transactional structure that would satisfy our needs and those of our investors while continuing to refine our game system with the team at hand. And so we endeavored, continuing to give thought to these subjects as they loomed in the background, the rest of the time being spent consulting with professionals. We met with legal counsel, several accountants, an investment banker, a number of entrepreneurs, as well as several potential investors. We had spent money from our own pockets, to pay the appropriate counsel as well as artists to develop the sample

rulebook. The project was not only time-intensive, but expensive as well. We began asking for favors when we could, just to keep costs down. Favors, however, come with a price and that is quality. In the end, if you want something done well and right, you have to pay for it! People are always willing to be helpful, but asking them to take on workloads as a favor falls to the bottom of their lists. They're human too, and they have their pressing matters to attend to. To ask favors of a certain magnitude is not only risking a lack of quality, it is in some sense foolish. So, we paid money wherever and whenever possible, and bartered things in exchange where needed. In the end, everything was paid for in one way, shape or form, and nothing was free. This is a great lesson for any endeavor. So how did this turn out? Well, it took several months to prepare a sample rulebook and print limited copies, which were intended for investor circulation only. The investment deal required approximately 9

months to develop soundly, which included all the legal filings as well as the appropriate financial forecasts and a presentable investor package. Raising the money took almost exactly 120 days to meet the minimum required to start production. The project required many thousands of dollars of cash and other resources to execute and launch. And the work started to become more difficult to manage as our deadline approached. We had been targeting a launch at the Origins Game Fair in July 2007. This meant that the printer needed to have finals (post revisions) by late May 2007. And this meant that we needed to finish production of the book in approximately 5 months. The wheels were set in motion. We had the investor’s money, and we needed to make good on the investment. And time was of the essence. We were up against a classic business model conflict – quality vs. speed. (Part Three comes next month)

Calendar Of Events Bashcon (Gaming) - bashcon.com A&G Ohio (Anime & Gaming) - aandgohio.com Neovention Reborn (Gaming and More) - Neovention.org

Toledo - Feb 20 - 22 Cincinnati - March 13 -15 Akron - March 27-29

Anime Punch (Anime) - animepunch.org

Columbus - April 10-12

Morphicon - (Anthro/Artists) -morphicon.org

Columbus - May 15-17

Marcon - (Sci Fi) - macron.org

Columbus - May 22-24

Origins (Game Fair) - originsgamefair.com

Columbus - June 24-28

Gencon Indy (Gaming) - gencon.com Mid Ohio Con (Comic Books) - midohiocon.com 10

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Indianapolis - August 13-16 Columbus - October 3-4


Classifieds Section Pending Classified Categories Help Wanted Ohio Gamers Organization, a Non Profit Organization, is looking to fill the following positions: Public Relations Volunteer Coordinator Programs Manager These Jobs do receive a weekly gas stipend for working 3-4 days a week, when travel is necessary, and are first in line to get paid upon our 502c3 grants that we are currently filing for. We also have a small number of other volunteer jobs! Please Call (877)OGO-0010 To apply today!

OGO Publications is looking to hire for the following positions for its growing newspaper GAMERS.: Advertising Sales Newspaper Editor Graphic Designer Writers Photographers Sales positions do pay commission on all ad sales! Please Call (877)OGO-0010 Or email press@ohiogamers.org To apply today!

Volunteering Volunteers need for staffing Neovention Convention. Will receive free badge for working at least 8 hours of the convention. Visit Neovention.org or email volunteers@neovention.org for more details.

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