One of the best parts of roleplaying games is sinking into the storytelling and letting loose with friends. And one of the more challenging parts of roleplaying games is finding a consistent game master who will do all the work and preparation to create the space for storytelling. Enter Sharkbomb Studios’ The Mending Circle. This gentle-sounding roleplaying game doesn’t require a game master or extensive prep. Made for exactly three players, The Mending Circle takes the group on a journey of healing.
The Mending Circle‘s designer Martin Nerurkar started working on the game when he was recovering from burnout. It took time for Nerurkar to finish the first edition, released digitally. Now he’s back with the second edition, a cozy and wholesome roleplaying game in which the players come together as a coven of three witches sent to help someone in need. The Mending Circle‘s full synopsis is as follows:
In The Mending Circle you tell healing stories together. At their heart is always one or more of the Torn: someone in a state of pain or anxiety and in need of support. Most likely they are scared, poor, isolated or marginalized in some way that makes it difficult for them to access help themselves. This pain does not come from a physical ache but rather from a metaphorical, emotional wound. If it persists it often leads to more suffering radiating outwards. But this Wound catches the attention of three witches that set out to help. Using your magical charms you will help and guide the process of healing. As a first step the Torn needs to reach a state of relative safety and stability. Only after this is achieved can they confront the source of their pain and gain awareness. Finally, they have to make a new meaning for themselves to move forward.
The game features a D6 system, quick start scenarios, and a 130+ page sourcebook. Given the vulnerable nature of the game, you’ll likely want to play with people you already know and feel comfortable being open with.
The Mending Circle is available to back on Kickstarter now.
One of the best parts of roleplaying games is sinking into the storytelling and letting loose with friends. And one of the more challenging parts of roleplaying games is finding a consistent game master who will do all the work and preparation to create the space for storytelling. Enter Sharkbomb Studios’ The Mending Circle. This gentle-sounding roleplaying game doesn’t require a game master or extensive prep. Made for exactly three players, The Mending Circle takes the group on a journey of healing.
The Mending Circle‘s designer Martin Nerurkar started working on the game when he was recovering from burnout. It took time for Nerurkar to finish the first edition, released digitally. Now he’s back with the second edition, a cozy and wholesome roleplaying game in which the players come together as a coven of three witches sent to help someone in need. The Mending Circle‘s full synopsis is as follows:
In The Mending Circle you tell healing stories together. At their heart is always one or more of the Torn: someone in a state of pain or anxiety and in need of support. Most likely they are scared, poor, isolated or marginalized in some way that makes it difficult for them to access help themselves. This pain does not come from a physical ache but rather from a metaphorical, emotional wound. If it persists it often leads to more suffering radiating outwards. But this Wound catches the attention of three witches that set out to help. Using your magical charms you will help and guide the process of healing. As a first step the Torn needs to reach a state of relative safety and stability. Only after this is achieved can they confront the source of their pain and gain awareness. Finally, they have to make a new meaning for themselves to move forward.
The game features a D6 system, quick start scenarios, and a 130+ page sourcebook. Given the vulnerable nature of the game, you’ll likely want to play with people you already know and feel comfortable being open with.
The Mending Circle is available to back on Kickstarter now.
At my core, I am a living confluence of contradiction. I am a nonbinary, biracial technical writer. I literally am compromised of non-standard, disparate, and contradictory components. My resume is a hodgepodge of endeavors from engineering degrees and pop culture multimedia critique, and I am a firm proponent of a STEAM educational framework.
And yet, running further contrary to an already contrarian existence is a single truth that I hold dear: I do not understand 5e multi-classing. I caution my players to avoid multi-classing. I never multi-class my own characters as though delving into a separate class would somehow doom their existence. I get visibly confused when someone mentions that they have mutli-classed.
This has not gotten better with the recent release of Baldur’s Gate, where several guides explain the so-called benefits of multi-classing in various builds as a way to leverage new and exciting combinations of skills and class features, and my brain just ends up short circuiting after seeing the backslash.
And the thing is I didn’t always have this mentality. When I was first learning how to play Dungeons and Dragons with their 3.5e, the idea of multi-classing was significantly less detracting to me, although that was due to the fact that I wasn’t viewing multi-classing as a means to increase my range. Instead, I was viewing multi-classing as a means to unlock the true power that I wanted my PC to have. One of the prominent features of D&D 3.5e was the inclusion of Prestige Classes: unique classes that your character had to be molded into. Unlike the standard classes, you could never start out as level 1 of a prestige class nor could you ever get a full 20 levels of the class either. There were specific requirements that required investing in specific skills and choices, some of which required you to delve outside your typical background to get all those requirements checked off. However, unlike true multi-classing, I think the mentality was very different for me. Prestige class was kinda the equivalent of getting a specialized degree that would then supersede everything that came before it. Multi-classing in my head is the equivalent of a certificate.
And logically, I know that isn’t entirely fair to multi-class PCs. The fact remains that there are plenty of reasons why multi-classing is appealing. From a narrative perspective, it shows a character choosing to delve into a new specialty, influenced by the choices and circumstances they find themselves in. Hell, in Order of the Stick, Elan chooses to take a level in wizard to help improve the potency of his magical illusions. He also takes a level in daring swashbuckler, although that’s a prestige class equivalent, and that’s completely ignoring his evil twin brother’s Nale convoluted level schema to poor mimic the effect of a bard.
From a mechanical perspective, it does widen the toolbox dramatically. The first level provides a plethora of features and investments that very well could compliment certain attributes. Furthermore, I also know for a fact that some of the broken builds in D&D history require multi-classing, none more infamous than the Pun-Pun, thought experiments that push the game mechanics to create a functional god at ridiculously low levels. It’s a min-maxer’s dream that should also never be allowed at an actual table.
But for me personally, I just do not understand the appeal of multi-classing. From a gameplay perspective, the progression of the classes feels like the intended path (helped by the fact that multi-classing is an optional rule even within the core rulebook). This is doubly true for spellcasters as the potency of their spells is directly tied to their character level, and skipping levels prevents access to some of the most busted spells in the game. It creates extensive bookkeeping issues, as your HP dice and Skill Points quickly get out of sync, and that aforementioned versatility also leads to having significantly more options (that again are also fundamentally weaker) that can slow down the decision-making process. And the fact is that when I’m playing a tabletop RPG, I am playing within the framework of a group. I am one character within a party, and party dynamics are more enjoyable when each character has their own niche. Having a proverbial jack of all trades may be nice for large parties, but for the more intimate settings, it never feels great being “good” at several things when your teammates are “phenomenal” at a thing.
It also certainly doesn’t help that progression in tabletop spaces is not predictable. Since leveling is at the game master’s discretion, taking a level in a different class could very much put you at a power deficit for an indeterminate amount of time until you can pick up the other levels that would even out your builds. Of course, getting to build higher level characters from the start could mitigate this, but that’s a lot of planning and coordination and maybe you’re just built for it better than I am.
Versatility in real life, I value immensely. Being able to adapt to a plethora of circumstances is a true asset, and being well-rounded is an important consideration. In games though, I much rather be the best hammer than a Swiss-army knife. I much rather find creative uses of being the best hammer to solve problems than practical solutions with the Swiss-army knife. And for me, when I play a game, I want to invest fully into a singular fantasy. I want to do the things that I designed my character to do at their fullest, and for me, that means triple downing on the first decision and keeping everything at a honed edge. I want that clarity, the pure joy of a max level fireball, an attack of opportunity with way too many dice, and that weird niche level 20 feature that is beholden only to your class, as proof of your dedication and devotion to a singular idea. Which again, doesn’t exactly back translate to real life, but perhaps that’s a different article.
Maryland Gov. Wes Moore, an accomplished leader who holds the distinction of being the state’s first Black governor, celebrated his 45th birthday on Oct. 15, according to Afro.com. His journey to this milestone has been a testament to his unwavering commitment to public service, a commitment that spans a wide array of achievements, and a diverse educational background, further marking him as a transformative figure.
Moore’s background features a stint as a captain in the 82nd Airborne. However, beyond his military career, Moore has made a significant impact as an author. He is the creative mind behind several best-selling books that tackle issues of racial equity and opportunity. His literary contributions have further cemented his standing as a thought leader and advocate for positive change, providing insights and solutions to some of society’s most pressing problems.
The governor, who has also been recognized as a Rhodes Scholar, embodies the notion of excellence in education and scholarship. His intellectual pursuits have not only enriched his life but have also enriched the lives of those he serves.
To mark his 45th year, Moore chose the iconic Hippodrome Theater as the venue for his birthday celebration. This gathering featured live performances by distinguished rap artists LL Cool J, MC Lyte, and D-Nice, an unforgettable event that brought together music, culture, and celebration.
Sen. Cory McCray offered his felicitations to Moore on this special occasion. McCray expressed his enthusiasm for the governor’s achievements during the past legislative session. He praised Moore’s instrumental role in the significant wage increase that will see Maryland’s minimum wage rise to $15 on Jan. 1, 2024, a milestone that holds great promise for the state’s workers and economy.
Moore’s legislative record stands as a testament to his commitment to public service. He has authored 10 pieces of legislation that address critical issues affecting Maryland residents. These encompass substantial investments of $122 million in local police departments throughout the state and an $11 million fund dedicated to the revitalization of West Baltimore. Additionally, Moore’s legislative initiatives have introduced innovative measures, including a gap service year option for recent high school graduates, child tax credits, and essential financial support for Maryland’s veterans.
As he embarks on the next chapter of his tenure, Moore’s leadership continues to resonate with the citizens of Maryland, as he works to address the most pressing challenges and advance the state toward a more prosperous future. On Jan. 18, 2024, the governor will complete his first full year in office, marking a crucial milestone in his mission to bring positive change and progress to the state.
I am the person I am today in large part to the creative scene of St. Louis. Over the years here, I’ve gotten to know a wide range of writers, artists, graphic designers, mixed media magicians, and I’ve become a better writer due to a multitude of interactions with them. I’ve also gotten more exposure to the nooks and crannies into pop art and pop culture thanks to the people I’ve met. It would also be fair to say that I would not be a writer for Black Nerd Problems had it not been for the employees of my first comic book shop and the friendships I made because of that store. This is why I’m very excited that I get to spend the next thousand some words gushing over one of the best con experiences I’ve had during the enduring pandemic years because of its organization, variety, and overall chill vibes.
Just for a little bit of context, in the before times, St. Louis used to be home to the St. Louis Small Press Expo, centered around predictable small press. It was one of the first local cons I ever got to attend and featured a variety of small publishers and local sharing their works from magazines to mini-zines and art prints, and it was overall a chill vibe. However, like many other conventions their 2020 iteration was canceled due to COVID-19, and the show would go on indefinite hiatus. Enter 2023, there would be a major rebranding and re-imagining and thus the St. Louis Independent Comics Expo (and their adorable mascot with a menacing exacto-knife, Mr. SLICE) took stage.
With its expanded scope, the board members of SLICE made sure that the Opening Ceremony and one day event would be a memorable one. The night before the con proper attendees gathered around the Hi-Pointe Theater for a special panel featuring the three special guests of the expo.
Bianca Xunise (they/them), illustrator and cartoonist
Cassi Mothwin (she/her), tabletop RPG designer, writer, and illustrator
This panel was moderated by none other than our local St. Louis Cartoonist and SLICE board President Steenz (they/them) who had a candid conversation about the communal aspects of being in a creative field, the hard realities of business, and also the actual physical taxing process that creating is capable of inducing. In particular, the one piece of career advice for aspiring creators from each of the guests was particularly resonate.
Failure is just a state of being in the process of creation… It’s a thing that naturally happens in the course of doing things. – Zachary Clemente
Be the hype-person for your friends. -Cassi Mothwin
Start stretching. -Bianca Xunise
That last comment led to a fun exercise with Steenz where they walked us through a simple three step stretch that was extraordinarily easy that could easily be remembered with the mnemonic: “Stop / this pizza / is mine.” And thus, opening night was a rousing success.
And before we talk about the show proper, I do want to highlight one of the policies I greatly appreciated was SLICE having a mask mandate, something I wish more cons were adamant about.
Come Saturday, October 15th, the Sheldon had been converted to a lively con space. I was helping as a volunteer, doing odds and ends around the venue, but I got to spend just as much time as a participant. As you walked in the front doors, you saw a screen-printing station where you purchase and screen your own SLICE themed tote bag with the fantastic Mr. SLICE mascot.
The second floor (accessible via elevator or stairs), featured the various sponsors of the cons. Nearly two dozen St. Louis local business and institutions gave support and resources to bring the revival of this expo back, and it was inspiring seeing all of the support for creators and creatives alike. Local comic book and book shops, Cinema St. Louis, art supplies vendors, restaurants, the St. Louis Public Library, and more backed this convention and allowed the board to fully realize their vision.
Additionally, the space held an information booth, a workshop space that throughout the day featured button-making, poetry writing, and figuring drawing, and a lecture hall in an art gallery where the panelists from the opening ceremonies presented much deeper insights into respective fields. There was Bianca Xunise discussing the difference between syndication and zines, Zachary Clemente in conversation with Jefferson City based magazine publisher Tina Casagrand Foss, or Cassi Mothwin going into detail about the different solo RPGs out on the market.
There were recurring themes about the power of community and collaboration. Suggestions to start small before attempting to create your magnum opus. Candid conversations about the sacrifices and requirements to run a small business. and a laundry list of recommended media.
The third and final floor of the convention exhibit held all of the vendors. As you can imagine, it was a veritable treasure trove of a wide range of independent artists sharing all of the cool things from comics, bespoke prints, and every single type of trinket imaginable. There were 66 tables set up there and it was incredibly dangerous for my wallet.
Throughout the day, volunteers and organizers could be spotted with fashionable berets as they kept the event running smoothly. It was a smooth operation all around, and you’d be hard pressed to believe that this was the first con that the board had ever formally attended. They demonstrated incredible organizational efficiency as upwards of a thousand some people by my estimation game throughout the seven hour event.
The St. Louis Independent Comics Expo is a testament to the power of vitality of small cons. It was a lovely event that featured several different levels of engagement, a diverse group of people and programming, and overall just a fantastic way to spend a Saturday. The creators and creatives of St. Louis came out in full force, and anyway you slice it, SLICE set a fantastic precedent for itself and I am already looking forward to 2024.