Needless to say, this episode contains one livid old lady NPC with a penchant for violence.
After deciding that the previous story hook wasn’t for them, the party decide to investigate the murder of the mayor in the town of Warding Light. Not because they actually care or anything. Help.
Featuring:
Alex as Dakota the (normally a Tiefling) Human Warlock
Kerry as Sanphire the Human Cleric
Chad as Charlamagne salazaar, the Changeling Sorcerer
Matt as Shambles the Dragonborn Sorcerer
Caitlin as the all powerful GM, praise be.
Social Medias:
Follow Matt: @TheMattAttackUK
Follow Alex: @SpiderBreadUk
Follow Kerry: @Shirobeans
Follow Caitlin: @CaitlinRC
Follow Chad: @Chads_Mind
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Follow the show: @DungeonJunkiez
Follow Matt and Alex’s show: @GameJunkiezPod
Follow My Content: @OurMindGames
Follow Chad’s show: @Viewfromtoprope
Follow the network: @VisGlobalMedia
Music Credits:
Checkpoint by Hayden Folker | @hayden-folker Music promoted by www.free-stock-music.com Creative Commons Attribution 3.0 Unported License creativecommons.org/licenses/by/3.0/deed.en_US #
The Vikings by Alexander Nakarada | www.serpentsoundstudios.com Music promoted by www.free-stock-music.com Attribution 4.0 International (CC BY 4.0) creativecommons.org/licenses/by/4.0/ #
Elysium by Alexander Nakarada | https://www.serpentsoundstudios.com Music promoted by https://www.free-stock-music.com Attribution 4.0 International (CC BY 4.0) https://creativecommons.org/licenses/by/4.0/ #
Autumn Walk by Alexander Nakarada | https://www.serpentsoundstudios.com Music promoted by https://www.free-stock-music.com Attribution 4.0 International (CC BY 4.0) https://creativecommons.org/licenses/by/4.0/ #
Planning by Alexander Nakarada | https://www.serpentsoundstudios.com Music promoted by https://www.free-stock-music.com Attribution 4.0 International (CC BY 4.0) https://creativecommons.org/licenses/by/4.0/
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Silent Turmoil by Myuu | https://soundcloud.com/myuu Music promoted by https://www.free-stock-music.com Creative Commons Attribution 3.0 Unported License https://creativecommons.org/licenses/by/3.0/deed.en_US
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Shipwreck Cove by Purrple Cat | https://purrplecat.com Music promoted by https://www.free-stock-music.com Creative Commons Attribution-ShareAlike 3.0 Unported https://creativecommons.org/licenses/by-sa/3.0/deed.en_US
The Way Out (Longing) by Hayden Folker | https://soundcloud.com/hayden-folker Music promoted by https://www.free-stock-music.com Creative Commons Attribution 3.0 Unported License https://creativecommons.org/licenses/by/3.0/deed.en_US
When you finish secondary school, one of the main fears you
have is that you won’t be able to cope with the drastic changes it forces upon
you. In the UK, you are required by law to remain in some form of education or
training until the age of 18. After that, you are deemed an adult by society
and mostly left to your own devices, except when bill payments and the tax man
come around. That’s a lot of pressure to put on a young person, especially
considering you’ve been asking them to make decisions that could impact the
rest of their lives, with little to no life experience to back up those choices.
The other big fear is that you will lose all the friends that you made. For many, they were what kept you going in tough times, provided a shoulder to lean on and a place of safety when everyone else seemed out to get you. They want you to succeed and you want only the best for them. Which often means, you must let them chase their dreams, even if you don’t get to see them for a long time. In the case of my friends from school, I only really see them about twice a year. So, the little time I do spend with them, is very important to us all. How do we spend that time? Simple. We spend an afternoon at a board game café, messing around, catching up and claiming to be the princess when in fact we are an evil cat (it makes sense in context, I swear).
It was at our usual place that I came across what is one of
my favourite board games now, Betrayal at The House on The Hill. To start, the
players choose a character from the selection – such as a demonic little girl,
a headstrong jock or a mad scientist. As a team, you explore the house –
building it from a pile of tiles and discovering the secrets that lie within.
From sinister whispers to a literal madman, each room you uncover leads you
closer and closer to the main event. Some tiles have an omen symbol on them.
Whenever an omen is triggered, you must roll to see if the “Haunt” begins.
Up until the Haunt, you are all on the same side. Exploring the house, helping one another, discovering the truth as chaos unfolds around you. However, when the Haunt begins, there’s no real way to tell what is going to happen next. With 50 scenarios in the standard game and dozens more in the expansions, no one playthrough of the game is the same. The type of Haunt you experience depends on what room you are in and what omen last occurred, so there are a ridiculous number of combinations to choose from.
The Haunt is where the “betrayal” part of the game’s title
comes into play. Depending on the scenario, one of you has turned to the dark
side. That player must take the traitor’s tome and read the scenario’s instructions,
in private, such that the remaining players are kept in the dark. The rest of
the group reads their copy of the scenario, which explains what they need to do
in order to survive and escape the house alive. This ranges from performing a séance
to put a spirit’s weary soul to rest, to taking down a seemingly immortal axe
murderer that is trying to axe them a few too many questions.
It’s a fascinating dynamic, as the game actively encourages you to work together. So, when the traitor reveals themselves and the ghouls of the house start to wreak havoc, it’s jarring and unnerving. I’ve known my group of friends from secondary school for nearly a decade now, so to say we know one another quite well is a bit of an understatement. Yet, when we play Betrayal, we often see a darker side of our normally kind-hearted friends.
I’ll give you an example. In one round, we played in teams
of two, pairing the experienced players with the newcomers. As there were only
three new players and five experienced ones, it meant that my close friend and
I ended up on the same team – such that the two gamers weren’t given any advantages!
However, when the Haunt was triggered, we became the traitor. Our character had
discovered an ancient sarcophagus in the house and had to reunite him with his
loved one – reincarnated in the body of a little girl we had rescued from
another room in the house. When reunited with one another, they’d become so
powerful that the leaders of the world would bow before them instantly. The
world would burn and be remade in their image. The others wanted to stop it.
However, the problem with one of your own team turning on you, is that you are intimately aware of one another’s strengths and weaknesses. There’s a sense of familiarity and trust that is shattered when the players who protected you earlier in the game, are now the one’s holding the knife at the end of an unlit hallway. One of the other pairs had the most intelligent character and had the highest chance of thwarting our plan. So, we chased them down and killed them. It was a ruthless act, but it ended up winning us the game (that and the fact the others kept failing the elevator roll and taking damage from it).
More than anything, I think the reason
that betrayal appeals to me so strongly, is that it hints at the darkness in humanity.
Sure, zombies and vampires can be terrifying but, in our minds, we know that
they aren’t real. The true horror of psychopaths and traitors is that they
could be us. For all we know, they could have been stood where we are standing
only a few months ago. Human psychology is as fascinating as it is terrifying.
We often surprise ourselves with what we are truly capable of, and not always
in a good way. So many crime dramas have the least suspicious person turn out
to be the killer.
As a core principle, I believe that everyone is inherently good. I do not see the point in anger or cruelty or hate. To me, it feels like needless aggression that takes a toll on all involved parties – be they active participants or merely observers. The sad thing is that these good people can be swayed, manipulated and led astray – to believe in twisted causes and harmful world views, to betray those they care about. Which is why games that have you think from the villain’s mindset, are always intriguing.
Anyways, that’s my two cents on a
very fun board game. There are expansion packs and a D&D inspired version
of the game so if you’re interested, go find it! I highly recommend it, especially
as a late-night bonding experience for a small group.
If anyone had told me six months ago, when I published my
first article on the site, that I’d be attending EGX in London with a press
pass – I’d probably have fallen over in a weird combination of anxiety and
disbelief. Throughout our lives, we have always had it hammered into our heads
that we are representatives of our schools, of our clubs, of our generation. If
we misbehave or act out, it is deemed a black mark against that group, rather
than just against the offender. So, stepping into a 4-day gaming convention,
with my silver wristband and my notebook, was a tad terrifying. At that moment,
I wasn’t just Caitlin who loves to play video games – I was Caitlin, owner of Mind
Games. My site, my articles, my online presence and those who support me, all
would be judged as a result of my actions. No pressure.
For those roughly curious about how the whole process of a “press pass” works, I’ll give a quick rundown. You fill out a simple form, explaining what site/organisation you represent, what your focus is and why you’d like to talk to the developers at EGX, as well as any potentially statistics or figures that you feel might benefit your application. I was lucky enough to receive a press pass, which is essentially a “super-pass” – giving access to all four days of the convention and the chance to organise meetings with various developers to talk about their games! The pass itself is given as a free ticket, which as a student I was incredibly grateful for!
Up until last week, the biggest convention I had been to on
my own, was Rezzed, the sister convention of EGX, held in the Tobacco Dock.
This smaller location worked well for me, reducing my feelings of anxiety caused
by large groups of strangers. If needed, the exit was relatively easy to find,
and some areas were a lot quieter than others. I have nothing but fond memories
of Rezzed and if my studies allow it, I’ll be there in March. EGX, however, is
held in the ExCel Centre. It’s so much bigger, with over 80,000 attendees at
the convention each year, more than 250 games available to try out and
countless exhibitors eager to show off their work.
For someone with mental health issues, a convention can be our worst nightmare. No matter how much preparation you do, it can’t truly prepare you for the chaotic environment of a convention hall, filled with thousands of excited game fans all chatting about different things. As someone who gets easily overwhelmed, it’s the main part of the experience that I dread. Especially on the busier days, you can go from enjoying yourself immensely, to trying desperately to find somewhere quiet enough that you can calm yourself down in peace. It’s kind of eerie really, feeling so isolated and overwhelmed, whilst being surrounded by thousands of likeminded people.
Thankfully, conventions have cottoned on to this and have
begun to provide quiet zones, safe spaces and accessibility options so that
everyone can enjoy themselves, not just the most outgoing individuals. This is
key, especially in industries like gaming, where a lot of individuals use the
media as a form of escapism. Playing games is a coping mechanism for many, so
tainting that experience for someone with a bad day at a convention, is
something that all convention runners should avoid like the plague. A good
example of this is the charity CheckPoint, who provide mental health resources
for gamers and quiet zones at conventions, where you can go to decompress, calm
yourself down and chat to someone if you wish to.
I don’t think there is anything that can truly prepare you for a convention. It’s a completely unique atmosphere, that you don’t find anywhere else. Heck, the atmosphere changes from year to year! Part of that, I believe, is due to the ever-changing nature of the gaming industry. As much as there are the few specific gaming companies that seem to have existed to the dawn of time and will outlast us all, these events are about trying new things. Be that a new piece of hardware, a new instalment in a long-running series or dipping your toe into a genre that you’ve never tried before, there is something for everyone. For example, I spent most of my time flitting between the indie games section and the board games area, as those were the two main bits that I cared about – both as a gamer and for any press meetings I had. Meanwhile a couple of my friends, made a beeline for the Doom Eternal area, as they were very keen to punch some demons in the face.
The highlight of the convention for me, was getting to chat to the developers of the games that were available to play. I think something that a lot of us forget, is that there are so many talented and unique individuals behind the games we take such joy in. Each of these creators has walked their own path in life to get to that moment, faced their demons and tackled events that none of us will really understand. They pour all those experiences into their creations, so being able to talk to them in depth about their work and their lives, gives you just an inkling of their potential as creators in the gaming industry.
Although I’ll go into more detail about the conversations I had whilst at EGX in other articles, I wanted to say something that floored me. Every person I spoke to, whether they had their own mental health issues or not, completely agreed that video games and mental health had a strong link. From escapism, to tackling delicate issues with care, each member of a development team has a duty to ensure that their game will make a positive impact on their audience members. From accessibility options for the colour blind, to telling a story about loss through symbolism, each decision made in the process of designing a game is key. It’s about building a community with your players.
This idea of community also extends to the convention, since
these events can be a massive boost to those looking for likeminded people to
talk about their love of gaming with. I speak from experience, that conventions
are a massive opportunity to meet those online friends that you’ve been chatting
with for months and just mess around together as if you’ve known one another
for years. From someone killing your character in space by stealing their
oxygen, to working together to combat a horde of monsters, these events foster
a sense of companionship and loyalty to one another, even if you’ve only been
talking to someone for a few minutes.
If you can afford to go to these kinds of events, do it. Don’t
let fear or anxiety stop you because the friends you make, the experiences you
will have and the joyful memories will stay with you forever, whilst those
negative thoughts will be gone before you know it. Some of my best memories of
the last decade are from conventions and the amazing friends that I have made
through the gaming community. We all deserve happiness and who knows, maybe
through a convention like EGX, you’ll find yours.
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