Madam Secretary: Season 2 Episode 4

This week’s installment of Madame Secretary was brought to you by the word “feminism.” And boy was that a relief after last week’s disappointing episode. Madam Secretary resorted to what it does best: telling compassionate human stories. The main drama in this episode was a photo scandal involving a leaked image of Stevie and Harrison (the President’s son) in bed together. But before we get into that, let’s catch up with Bess.

She’s still in hot water with the President after her failed trip to Russia. When Bess tries to convince the President that the arctic research center that China’s recently built is not a spy center, Craig shuts Bess down and tells her her opinion basically doesn’t matter after the Russian debacle. Instead, Craig proposes that the U.S. should spy on China and do so by immensely increasing the defense budget and also just ignoring what the State Department has to say. But this obviously isn’t the only conflict Bess and her staff have to face…bringing us back to the photo scandal. Bess and her staff are trying to pass a disaster relief fund for Nepal when news of the scandal breaks, costing them the votes they needed for the fund. No one knows who has the photos or how many they have. The photo-person has only released one picture, but promises to sell the rest of them to the highest bidder. Bess and Henry talk to Stevie in what is perhaps the most painful conversation the three of them have ever had in the series so far. Bess questions Stevie about the nature of the photographs and if there’s any video. Stevie assures her that none of them are “gross” and that the actual, shall we say, intimacy was filmed.

Later that night, Bess and Henry continue talking about the Harrison/Stevie situation. Bess immediately jumps to blaming Stevie. When she asks Henry how many more times they’re going to have to bail Stevie out of bad situations, Henry surprisingly comes to Stevie’s defense. He’s usually on Stevie’s case, but Henry realizes the real situation they’re in. He argues to Bess that it isn’t fair to blame Stevie for this instance, acting like Harrison doesn’t have responsibility or that they even did anything wrong. Stevie and her boyfriend took private photos of themselves, which were never meant to be shared with anyone else. So the real person to blame is the jerk who’s trying to sell the stolen photographs. I’ve never liked Henry more before this moment. Henry comes to the rescue again the next day when he makes an appearance on CSPAN. A caller questions what authority Henry has to go on a show talking about morality when his daughter is involved in a sex scandal. This does not bode well with Henry, and results in him going on an epic rant putting that jerk in his place and once again sticking up for his daughter.

Benefit of practicing Kamagra Polo One can practice anti-impotence pill by keeping it in a tightly fixed container may be finer, rather than keeping it locally. viagra prices http://www.devensec.com/forms/Applic_-_LEVEL_1.pdf In this scenario, the good devensec.com online cialis news is that safer approaches are available. There are heaps of bland and marked medications accessible in the drugstores, some with gigantic force and some with moderate however at last all takes care levitra canadian pharmacy of all the other stuffs. Rarely will epicondylitis heal on its purchase viagra online own. Meanwhile, the President’s approval ratings have fallen dramatically, so he invites Henry and Bess to dinner at the White House with himself and the first lady. The dinner starts off all right. Bess, Henry, Lydia (the First Lady), and the President make polite small talk, until the subject of the photo scandal is brought up. The President feels that the only solution is for Stevie and Harrison to make an appearance on a news show the next morning, pretend to still be a couple, and then apologize for their “mistake.” Henry and Bess quickly shoot down this idea, and Bess finally comes around and questions why Stevie should have to apologize at all. She points out that Harrison will be the only one who benefits from this plan, while Stevie will be left looking like a tramp. After the abrupt dispute, the four of them presumably spend the rest of the dinner in silence.

In the end, the President calls Bess and Henry to the White House to tell them they’ve caught the man who stole the photos. He was a former secret service agent who had been fired the previous month. Henry requests a meeting with this man before the President takes any further steps. In what was arguably the most wonderfully feminist plot point in this episode, Stevie ends up being the one to talk to the man herself. She starts out a little hesitant, just asking his name if he has a family. When Stevie learns that he was only charged with a misdemeanor and charged a $500 fine, she confronts him strongly about why he felt okay doing something so terrible. He obviously didn’t see her as a real person who wouldn’t want to be embarrassed in such a public manner. When the man finally asks what she wants from this conversation, Stevie reveals that she wanted to get to know him as a whole person and not judge him based on something “stupid” he did once. It was a great scene for many reasons. The first one being that Stevie was ultimately the one to stand up for herself. It was touching to see Henry and Bess stand up for her, but Stevie was the real victim of the incident and it was empowering to see her confront this man with compassion.

Bess is also able to confront her nemesis, and take him down a little less nicely. She talks to her new friend Ellen (an Admiral at the Pentagon), and they come up with a solution to the insane defense budget Craig has created. Bess comes up with a plan that is cheaper, more efficient, and provides many peaceful solutions that requires little military intervention. The President is thrilled with Bess’s new budget, and finally welcomes her back to his good side. Craig tries to make nice with Bess after this meeting. He congratulates her on this new budget, and brings up the idea of them getting lunch some time. Bess at first graciously accepts his praise, but turns on a dime and tells him to never question her authority again. The look on Craig’s face is perhaps my favorite thing I’ve ever seen on this show. Here’s to hoping for another excellent installment of Madam Secretary next week.

Bloodborne Origin Theory: Vicar Amelia

Bloodborne is one PS4 game that continues to impress me. Not only is the game brutally difficult—making victories all the sweeter—but also the world carries a narrative that could make a classic horror novel. Much of Bloodborne‘s creatures and locale, seem to take inspiration from the works of Bram Stoker and H.P. Lovecraft, as well as modern works such as Berserk and the obscure film Brotherhood of the Wolf. While many of the game’s aspects can be traced back to these various works, one iconic beast may have inspirations from mythology as well as one history’s darker moments.

Brotherhood of the Wolf
The clothing in Brotherhood of the Wolf is thought to have inspired the Bloodborne look. Weaponry used in this film are also similar to some of the weapons in the game.

It’s important to note that this connection is a theory; my basis for such is simply fun speculation. However, the points I’m about to lay out are hard to ignore.

For those who lack Bloodborne experience, or only made it to the first boss, Vicar Amelia needs an introduction.

From Bloodborne‘s lore, Vicar Amelia is a member of the Healing Church, a group who uses different types of blood to find ways to cure diseases. What the Church didn’t realize was that by discovering the blood in ancient tombs, they opened up the world to blood-induced transformations. Those closest to the Healing Church often became the most horrid of creatures during the Night of the Hunt.

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Wendigo?

Amelia’s visual design has many layers, literally and metaphorically. First of all, the fact that the beast has the head of a deer, but the maw of a wolf leads me to think that inspiration was drawn from the Wendigo of Native American myth. Wendigo are beasts that were once humans, which emerged from an irresistible urge to consume human flesh. They are an abomination of natural order.

Robert Fiddler, son of Jack Fiddler
Robert Fiddler, Son of Jack Fiddler

In fact, many people were killed when it was determined they were changing into Wendigos. Jack Fiddler was a man who went from tribe to tribe killing these monsters as an act of mercy to save them from changing. The killing of a Wendigo was a practice taken quite seriously, to the point that Fiddler was legendary for his heroics. The Canadian Police, of course, found this behavior to be savage. Fiddler was later arrested for murder, but committed suicide before trial. Leaves one to wonder how many Wendigo went unscathed after his death.

Supernaturals Wendigo
A Wendigo in an early Supernatural episode.

Modern Wendigo have been recently portrayed as having the wolf-like features with the antlers of a deer or moose. They’ve also appeared as skinless, vicious, humanoids with yellow eyes. In media, Wendigo have appeared in the television shows: Supernatural, X-Files and more. Many also believe the Cleric Beast in Bloodborne to be a Wendigo as well.

The Cleric Beast of Bloodborne
The Cleric Beast of Bloodborne

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Amelia DyerVicar Amelia oddly shares a name with one of the most prolific serial killers of Victorian Europe, Amelia Dyer.

Those who met Dyer during the late 1800s, probably saw her as a caring, motherly figure who took in unwanted infants to give them a home. She would often appear as a nun, or a teacher, taking on the burden of caring for many children. A fee was always charged for taking such responsibility, but money had to be made to survive, so most folks obliged to pay her without much thought. Unbeknownst to her customers, there was a reason Amelia Dyer could take in so many infants. The children were killed. Their clothes were often used on the next victims or were sold at various shops.

It is believed that hundreds of children were murdered this way.

Dyer continued to run her baby farms for many years, until she was eventually caught. During the time of her trial, the Thames was searched to find more corpses, babies strangled with white tape. The white tape was typical in Dyer’s murders as she admitted to authorities that’s how they would know which bodies were of her doing. She was hung, like most criminals of the time.

Featured Image
Notice the bandages and ribbon-like hair, all of which are white.

Being that the game takes place in Miyazaki’s impression of that point in history as well as the general darkness of the game’s world, it’s a possibility that the designer wanted to represent the creature hiding beneath Amelia Dyer’s skin. Ironically, Miyazaki’s Amelia is covered in the white ribbons, the second visual aspect of the monster’s design.

Empathetic Mother Figure?  

The third visual feature to point out is how Vicar Amelia cradles her holy symbol. She’s found sobbing over it, the beast blood finally overwhelming her, a prolific member of the Healing Church. However, when she transforms, she continues to carry the symbol, holding on to her belief that the Healing Church is doing good in the long run. The monster cradles that symbol like a baby.

Even when she becomes a beast, she holds on to that pendant.
Even when she becomes a beast, she holds on to that pendant.

It was this mannerism that solidified the connection between Bloodborne‘s Vicar Amelia and Amelia Dyer for me. The slaughter of infants for financial gain is definitely a trait that was monstrous and Vicar Amelia personifies these sins in history. Yet this motherly stance of the beast continues to hammer in the idea that these monsters were once normal people, proving that there are few one can truly trust. Pity conflicts with the need to hunt in Bloodborne, making encounters like this one all the more memorable.

An early concept image for Bloodborne.
An early concept image for Bloodborne.

What started as mere name association became an interesting web of details and design elements. It goes to show that the minds behind Bloodborne and their previous titles are putting tons of detail into each aspect of their games, while also leaving enough blank space for imagination to fill in the holes. Miyazaki has claimed that his games usually pull from how he approached literature as a child, reading the gist of the words and filling in the blanks with his own musings. In Bloodborne, the vagueness of the story and the dark world of Yharnham forces players to fill in these holes with dark thoughts, often leaving true, residual horror.

concept

Cosplay Spotlight: P.S Cosplay

Name/alias:

P.S Cosplay

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Location:

Arkham Asylum… let’s just keep it at that… ha-ha. No but I would post my real name and address here, but after coming a long way in the cosplay community, I’ve come across some not so friendly or sociable people, and I guess I’ve gotten to the point where I’d rather them not know my address or name.

Cosplay achievements:

Having learned and created so much since 2012 up until now. Gaining a following of fans who love my work.

When did you first cosplay and what was it?

Sydney Supanova 2012, Crocodile from One Piece.

What is your current project?

Right now I’m taking a break from cosplay, but will be trying to update my current costumes and learn new skills in that time. So no new project entirely. I would have to say I’m putting together a few Monty Python costumes for Ironfest 2016.

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Crocodile: CMoss Photography

What inspired you to get into cosplay?

My obsession with One Piece back at the time

What is the piece you are most proud of?

 Probably my Ganondorf costume. The hardest costume I’ve made and first ever use of Worbla.

Who is your dream team to work on a cosplay with?

 Me and the voices in my head XD

What is a typical day in the life of you when working on a cosplay?

Music or TV in the background, making a mess of my work area.

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Sandman: Adrian Franco Photography

 How long does it take to do an average cosplay?

 I would say a month, but I’m always hunting pieces here and there that would work for any new cosplays or look good on a current cosplay. I’m always updating and upgrading.

What is your process? How do you start from picking out the cosplay to finally wearing it?

I find a character that I am able to do, with the skills I have, or a character I really like that I could learn new skills whilst making. I’ll gather up reference photos, different versions and takes on the character. I’ll then draw up some sketches: the full costume, parts of the costume, props and weapons. I’ll go hunting in costume shops or second hand stores for any pieces that will work, modify them if I have to. Most of my costumes are assembled from bits here and there. I’ll put all these pieces together and do some test photos in them. The process depends on the character really.

Who are your inspirations?

 I would have to say my friends and cosplayers I’ve followed since I first started. Justin Costello and Paul Kerr are two of my greatest inspirations, and they will continue to be until I retire from Cosplay ha-ha. Variable is another, one of the first cosplayers I’ve followed. Ely Renae is another inspiration, especially for my Ganondorf cosplay. I have a lot of inspirations, too many to list, but those are just a few.

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Ganondorf: Bridgette Grant Photography

What is your dream project?

Well. I already made Ganondorf, which was a costume I wanted to do since I first started. Can’t say if I have a new dream cosplay as of yet.

If you could pick anyone to act as your mentor, who would it be?

I would have to say Dan Axiak. He’s my best cosplay mate and has some of the best skills in costume making.

How has the industry changed since you first started?

Well, cosplay has become much bigger and accepted since I first started. It’s a good thing because more people get to enjoy this fun hobby, we’re not seen as oddballs as much; it’s opened up a whole new world of opportunities and fun for us. The bad side is that some less-than-likeable people decided to take up the hobby as well, who put other cosplayers down or give cosplay a bad name.

How do you feel about the change to mainstream thanks to shows like The Big Bang Theory and the movies now in the cinema like Spider-man and Batman vs Superman?

I think, ever since the Avengers movies, not just cosplay, but pop culture as a whole has exploded in the last half decade or so. Non cosplayers are excited for the next Ironman or Thor to come out; they’re waiting and waiting for the next Game of Thrones season to start. New people are trying cosplay every time there’s a convention. It’s just exploded.

Cosplay pet peeve:

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Anything extra you would like to share?

I’d like to write all my rants on how to be a good cosplayer. Not in terms of skills, but in just being nice and friendly and always asking for consent and such.

 Fun time:

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Joker: All the HP

Who is your favorite comic book character?

Joker…. hehehe hahahaha!

Who is your favorite author (books)?

Derek Landy: Skulduggery Pleasant. Deny it all you want, it’s better than Harry Potter.

What is your favorite movie?

Please don’t make me choose. It changes every year.

What is your favourite band/music artist?

Surprisingly, Eminem…yeah…

What is a quirk you have (like dipping fries into a chocolate Sunday)?

Yeah, exactly that.

Pick-

Day or night?

 Day

Star trek or star wars?

Star Wars

Coffee or tea?

How dare you make me choose……coffee.

Summer or winter?

Winter

Cats or dogs?

Stop making me choose XD ……Dogs…no cats…oh dang.

Batman or Superman?

Batman….cause Justice

Movies or a book?

Books will always be better than the movie adaptions, but original movies are kickass.

Pizza or Burgers?

 Pizza

Coke or Pepsi?

 Pepsi

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SLy Cooper: Mumei

You can see more of P.S Cosplay’s work on Facebook

Next project release date of current project: Ironfest 2016

The Forgotten City Tells a Story for the Ages

Bethesda Softworks often has the best support when it comes to post-launch modification. Such has been the case ever since Morrowind, adding hundreds of hours to an already time-encompassing game. Skyrim has also left open its proverbial bed chambers, accepting anything from Thomas the Train as a dragon to all manners of nudity.

All jokes aside, there is still plenty of life left in Skyrim on the PC, at least as long as people like Nick Pearce have something to say about it.

The Forgotten City adds a whole new area for players to explore, packaged with its own narrative and a plethora of top-notch voice acting. A quick download and a bit of a walk leads hopeful dungeon divers to a gorgeous scene of a cave mouth just behind the veil of a waterfall. What lies beyond the entrance are mysteries beyond typical logic.

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Charred corpses lay strewn about broken Dwarven architecture, husks of their former grandiose. After delving deeper to the heart of the underground city, a desperate girl looms over a massive well, her face in obvious despair. She approaches Dovakhiin, asking him to help find her brother, who has been exploring the ruins. Accepting the quest feels simple enough, but after the exchange is over, one quickly realizes that in order to find him, one must take a leap of faith.

Falling through that shaft felt like a mistake, but luckily a deep pool of water lies at the bottom. Once again the player gets to explore a destroyed city, eventually coming across a lake house. Inside is a broken soul gem, and a note that tells of the tragedy and pleads for help. Magic then swirls about the only doorway, giving the player no choice. Stepping in flings the hero into the past, before the tragedy.

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Stepping out of the lake house is a powerful moment. The sheer beauty of the place, after witnessing what will befall it, immediately plants seeds of wanting to save the city. There are several little moments like this in The Forgotten City that demonstrate the modder’s keen understanding of using the environment to tell the story. Frankly, this first moment is brilliant. Invested in the story already, players are introduced to a host of characters as a simple farmer leads the Dragonborn to the Jarl, or Mayor of the city.

Many people are introduced, giving hints to their story and background with expertly crafted dialogue. Even the characters’ tone is used to add more to each exchange, something that vanilla Skyrim often failed to achieve. In fact, much of the appeal of The Forgotten City is uncovering each character’s unique story.

After a strange meeting with the Jarl, in which the player presents him with a letter written from his future self, the Dwarven Law is introduced. After this conversation, the Jarl tasks Dovakhiin to find out who will trigger the calamity that ends their utopia and to stop them by any means necessary. He looks out at his city from his perch at the top of the Citadel, desperately wanting things to stay how they are.

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“The many shall suffer for the sins of the one.”

The experience felt viagra no doctor by men after its treatment is said to be sexual hormone. Perhaps this is the reason why, a lot of generic cialis online users, based on clinical studies and cialis reviews, have experienced blurry visions compared to users of illicit drugs. Of wholesale prices viagra course, one should get some knowledge on the best supplements for erectile dysfunction. There are some people, purchase generic levitra greyandgrey.com who experience a low sex drive. The Dwarven Law in its setup and execution is worth further analysis. It’s talked about with loathing as it keeps all citizens in check, but no one challenges it in fear of damning their entire community. In fact, all characters will back down from intimidation or blatantly insult it. The Law also instills a fear that weighs down on players, adding an air of unease to the entire game, while forcing players to break their “pillage all” habits.

As the story progresses, the Dwarven Law reveals itself  as being quite the moral dilemma. Many characters call the Jarl’s leadership into question, leaving many to ask just what is against the Law. Others sought refuge from the brutal world outside, seeing the Law as a saving grace. This idea of morality is paralleled with the characters.

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One such example is that of Vernon, a produce vendor in the city square. He seems to enjoy his work and is happily ready to sell his wares, but his mood drastically changes when a note comes from under the door. The note calls Vernon an abomination and threatens him, all in blood red ink. Players can take this note straight to the Jarl and sentence him to death, yet a more interesting option lies in showing the letter to Vernon. Vernon, seeing this treatment before, reveals that he is gay. Players are then left to find who would write such a letter and try to resolve the issue.

This focus on characters and narrative permeate the entire game. There is little combat to be had; only a few situations lead to a sword being drawn. Where the mod shines is how its narrative proposes an interesting “Who will do it?” detective scenario, while also elaborating on the mysterious Dwarves of Tamriel. Truly the story is worth exploring, especially when factoring in the multiple ways to finish the quest and return to the present. Learning a character’s motives through looking at what they have in their home, or their subtle shift in tone rewards players who pay attention to detail.

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The Forgotten City also sports a polish that many mods fail to achieve on their first few versions. Other players have complained about certain events not triggering correctly, but I found no such problems during my six-hour playthrough. I did spend a lot of time walking back and forth in the area when trying to solve a puzzle, wracking my brain to think outside the box. When I finally succeeded, I felt that I was rewarded for my cleverness and laughed at my fear of destroying the city. I would reload a save every time I accidentally stole a carrot or hit the wrong dialogue choice. The cataclysm can be reversed by revisiting the lake house and going through the portal again, creating a Groundhog Day-esque time loop.

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Dr. Who would be proud of Pearce’s use of time travel and the theories associated with it.

The Forgotten City’s final moments are truly epic as the pieces of the puzzle fall into place. Things are clarified in interesting ways. To get the best ending, one has to use what’s been learned in order to do something absurdly brilliant. Finishing the game, for me, was a bittersweet moment. Bringing closure to the characters of the city brought true joy to my heart. I’ll even go as far as saying I teared up a bit. Yet, I was left feeling hungry for more adventure, wanting to discover other things lost to the destructive nature of time.

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This adventure is an excellent example of game modification being used to its true potential. The atmosphere adds layers of depth to the expertly crafted narrative, while talented actors and actresses give a flawless performance. Like a giant puzzle, solving the mysteries of this long-forgotten city is rewarding both on a mechanical level and on an emotional one.

The Forgotten City is the candle I will hold up to all other mods that follow.

Derbalan Shuffle: A Unique RPG Card Game on Kickstarter

The Elementalist. Art by Jarod Marchand.
The Elementalist. Art by Jarod Marchand.

I recently had a chance to interview Cameron Miller, founder of the gaming company PuppyCat Productions, about his first ever game, Derbalan Shuffle, which he’s funding now on Kickstarter. This is a card-based RPG that in many ways is the antithesis of Dungeons & Dragons.

“The original inspiration for Derbalan Shuffle was Munchkin,” he says. “I picked it up, played it, and wondered what it could be like if it was an actual RPG instead of a parody of an RPG, and so I made it. It went through a series of permutations until I found one that I knew I had to get on the market, and that version is now called Derbalan Shuffle: The Shuffle Begins.”

Malkan (cat person). Art by Jarod Marchand.
Malkan (cat person). Art by Jarod Marchand.

Miller, a longtime gamer himself, believes a game like this is needed because many people find the copious rules in many RPGs to be intimidating. “Ever try to pitch roleplaying to a friend who hasn’t tried it before?” he asks. “‘Hey, we’re going to play this cool game. You have to try it. We’re going to spend a few hours setting up the game, and then we start playing next week, and in two to three short months, you’ll level up to having the abilities you want, and then it’ll be awesome.’ This is not that game. Derbalan Shuffle is fun from the get-go. Every roleplaying crowd I’ve brought it to has loved it.”

What makes the game unique, he says, is the freedom it grants to everyone involved. “This is designed to be a goofy, rules-light approach to gaming. Character creation takes two to five minutes. You also set aside a minute here and a minute there to explain the rules as you go along. But it’s designed to be easy to get into, easy to teach people new to roleplaying, and yet with enough depth and strategy to last for a campaign.” He adds, “The goal was to have simple mechanics for the players that still allowed for a lot of creativity and strategy, and also to take a lot of the load of prep work off the GM with monsters and loot all there in cards to be pulled out for strategic use or to be used as random monster and loot tables.”

The Shadow Elf. Art by Jarod Marchand.
The Shadow Elf. Art by Jarod Marchand.

In a nutshell, how does the game work? Miller explains: “The players pick a class that has cards ranked Ace through 10, and add to it a race that gives them three face cards. Each class has its unique abilities, and instead of digging through the book to find the description of that one feat or spell you want to use, it’s right there in front of you on the card. Same with the loot. For monsters, all their attacks and stats are right there, with a picture, so you don’t need to use a mini-fig, and you can keep track of damage and status effects by what cards have been laid on it.”

As for the components themselves, Miller says, “Everything’s based on a deck of 52 cards. There are 52 monsters divided into 4 types. There are 52 loot cards, again with 4 types. Your own personal deck will feature your choice of 13 cards each ranked 2 through ace. Instead of rolling dice, you flip the top card from a standard deck of playing cards. If you don’t have one with you, you can flip one off the top of the monster or loot decks, since they have the same values. Or, if this skill check is too important to leave to chance, you can play a card from your hand to ensure you get the result you want.”

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Human. Art by Jarod Marchand.
Human. Art by Jarod Marchand.

Being that PuppyCat is a small independent company, the game was tested in the field, so to speak. “I go out and find random groups of people and talk them into trying this game as a one-shot. I’ve also been volunteering for game day at the library, running this as a campaign for months on end. And so far, pretty much everyone’s loved it. Gamers, non-gamers, adults, teens. I even had a 9-year-old love it even though the game wasn’t designed to be playable in that age group.”

How’s that for a ringing endorsement?

Miller also spoke highly of those who volunteered much of their time and talent to help make this game a reality—including my younger brother. “The main help has been Jarod Marchand. His art is perfect for this game, and he agreed to help me for free when I was broke. My wife [Linette] has also been a big help with editing and inspiration. But I have to give a major shout-out to the people who’ve play-tested and told me this was awesome, that I need to get this published, that this game can really make it in a world where few RPGs do. Some of them were so emphatic that this could be successful that they pledged $200 on Kickstarter.”

The Adventurer. Art by Jarod Marchand.
The Adventurer. Art by Jarod Marchand.

Speaking of Kickstarter, while the game is complete as is, Miller hopes to continue improving the game using donations. “The Kickstarter determines how soon [our] work will pay off and I can start seeing the game on store shelves. As it starts selling, I’m going to put out expansions. New classes, new races, new monsters, new loot. Each new game will be complete on its own, but will also be compatible with each previous and each new Derbalan Shuffle game.” He was quick to mention the perks contributors will receive. “We’re offering all kinds of things: copies of our game, sheets of stickers, the ability to play-test future games. For those who want to be more involved, we can write you into one of our adventure modules or include a card of your design in every game we ship.”

Gamers can purchase copies through the Kickstarter campaign, but that’s not the only place they can get it, says Miller. “It will be on the Game Crafter sometime in November 2015. I’m hoping to get it backed on Kickstarter or sold to a publisher so I can get the price down and get stores to take it. If the Kickstarter funds, it should be out in time for Christmas. If not, I’m going forward with this project until I can either get the money to publish it myself or find a publisher who sees in it the same potential that my play-testers have. Other than that, the website will have freebies for Derbalan Shuffle. Free adventure modules, free setting information, free tips, and whatever else I can think of.”

If this sounds like a game you’d love, check out its Kickstarter. I just sent in a pledge, and you could, too!