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Tapping into Local Gaming at Con of the North
Jack Gardner posted an article in Features
At its best, the tabletop gaming community can be wonderful, coming together to discover new adventures, forge new alliances, and bring out the hero or heroine in all who come to play. Three years ago, the Extra Life Twin Cities Guild in Minnesota worked with the local non-profit tabletop gaming convention Con of the North to have a presence at their event. Over the years that relationship grew into something that brings figures from across the tabletop community in Minnesota together to raise money for the kids. The Extra Life Twin Cities Guild president, Troy Cleland, took point on organizing the event. As with past years, Con of the North graciously gave Extra Life table space to come and talk with curious con-goers about how they can help sick and injured kids in hospitals by playing games. This year, however, Troy was able to bring the convention deeper into the Extra Life fold. "[Because] they donate our table to us, it is no cost to us to be there," Troy explained, "so we can focus on promotional items and materials." Being freed from worrying about booth space allowed Troy to coordinate with Con of the North to launch additional fundraising endeavors across the wider convention. One of these fundraising attempts came courtesy of Gen Con, the largest tabletop convention in North America. Con of the North dubbed the event Cardhalla which has people building impressive structures out of playing cards and then donating money at the end of the convention to knock them down. Cardhalla made use of cards donated by the local company Prolific Games, which supplied around 600 decks of playing cards to serve as construction materials. This had never been done before at Con of the North and managed to raise about $150 for Extra Life. Con-goers enjoyed the event quite a bit and there's little doubt as to whether it will be returning again next year. That wasn't the only event that Troy was able to coordinate, however. One of the most interesting events occurred in Con of the North's vendor hall. A group of artists called The Long and Short of It had decided to hold a miniature painting contest at the convention and then hit upon an idea to raise money for Extra Life by holding a competition between the organizers, the titular Long and Short. They engaged in a battle all throughout the convention weekend in a no-holds-barred match of skill. As they progressed, onlookers were able to donate money for which model they thought was the best and the model that raised the most money would be declared the victor. One of the artists chose to create the many-headed dragon Tiamat from Dungeons & Dragons, complete with lighting effects customized into the figurine, while the other tackled a Warhammer 40K mech that he constructed entirely out of household recycleables and garbage. Tiamat managed to clinch the victory, but the close rivalry between the two wound up raising over $460 for the Extra Life Twin Cities Guild hospital, Gillette Children's Specialty Healthcare. The Long and Short of It had such a good time competing and raising money that they plan to bring the event back with some expanded features for Con of the North 2020. The main event benefiting Extra Life at this year's Con of the North had to be the involvement of D&D Adventurers League for the second year running. They hosted a silent auction with items they provided themselves, a prize drawing, and more. However, the epic event they hosted on the Saturday of the con proved to be one of the most interesting initiatives they undertook. Players who were participating in the epic event could purchase in-game items and rolls by donating to Extra Life. Guild president Troy Cleland was on hand to MC the prize drawing and silent auction held before the epic event. All told, D&D Adventurers League was able to raise about $1600. "This is the second year they have done this for us," said Cleland of the amazing effort the league had brought to raising money for Extra Life, "[D&D Adventurers League] didn't disappoint at all." Con of the North being a gaming convention, it seemed only natural for Extra Life to bring dice to the event. Working with the local children's hospital, the Twin Cities Extra Life Guild was able to acquire over 150 six-sided and ten-sided die to use as a means of attracting curious con-goers and also raise a bit more money for Extra Life. A $1 donation conferred a d6 while a $2 donation got the donor a d10. The D&D room also made use of the dice for their in-game purchases to raise money. By the end of the weekend, the Twin Cities Extra Life Guild had managed to pull in over $140 with dice alone. Some people came by multiple times to donate more money for more dice, gushing about how much they loved using dice for a good cause, donating more than the suggested $1 or $2. In total, the Twin Cities Extra Life Guild was able to raise around $2,350 to support the sick and injured kids at Gillette Children's Specialty Healthcare while also spreading awareness in the tabletop gaming community about how people can play and help kids at the same time. Troy Cleland played a huge part in bringing it all together and deserves so much credit for forming the ongoing relationship between Con of the North and the Twin Cities Extra Life Guild. Minnesota's conventions don't draw the large crowds of a PAX, a Gen Con, or an E3, but there's a lot of heart and passion in these smaller cons that can really bolster the support local hospitals experience. All it takes is the effort necessary to expose these tight-knit communities to Extra Life's core message of compassion and play. Here's to another Con of the North… For The Kids. Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games!
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Feature: Tapping into Local Gaming at Con of the North
Jack Gardner posted a topic in Announcements
At its best, the tabletop gaming community can be wonderful, coming together to discover new adventures, forge new alliances, and bring out the hero or heroine in all who come to play. Three years ago, the Extra Life Twin Cities Guild in Minnesota worked with the local non-profit tabletop gaming convention Con of the North to have a presence at their event. Over the years that relationship grew into something that brings figures from across the tabletop community in Minnesota together to raise money for the kids. The Extra Life Twin Cities Guild president, Troy Cleland, took point on organizing the event. As with past years, Con of the North graciously gave Extra Life table space to come and talk with curious con-goers about how they can help sick and injured kids in hospitals by playing games. This year, however, Troy was able to bring the convention deeper into the Extra Life fold. "[Because] they donate our table to us, it is no cost to us to be there," Troy explained, "so we can focus on promotional items and materials." Being freed from worrying about booth space allowed Troy to coordinate with Con of the North to launch additional fundraising endeavors across the wider convention. One of these fundraising attempts came courtesy of Gen Con, the largest tabletop convention in North America. Con of the North dubbed the event Cardhalla which has people building impressive structures out of playing cards and then donating money at the end of the convention to knock them down. Cardhalla made use of cards donated by the local company Prolific Games, which supplied around 600 decks of playing cards to serve as construction materials. This had never been done before at Con of the North and managed to raise about $150 for Extra Life. Con-goers enjoyed the event quite a bit and there's little doubt as to whether it will be returning again next year. That wasn't the only event that Troy was able to coordinate, however. One of the most interesting events occurred in Con of the North's vendor hall. A group of artists called The Long and Short of It had decided to hold a miniature painting contest at the convention and then hit upon an idea to raise money for Extra Life by holding a competition between the organizers, the titular Long and Short. They engaged in a battle all throughout the convention weekend in a no-holds-barred match of skill. As they progressed, onlookers were able to donate money for which model they thought was the best and the model that raised the most money would be declared the victor. One of the artists chose to create the many-headed dragon Tiamat from Dungeons & Dragons, complete with lighting effects customized into the figurine, while the other tackled a Warhammer 40K mech that he constructed entirely out of household recycleables and garbage. Tiamat managed to clinch the victory, but the close rivalry between the two wound up raising over $460 for the Extra Life Twin Cities Guild hospital, Gillette Children's Specialty Healthcare. The Long and Short of It had such a good time competing and raising money that they plan to bring the event back with some expanded features for Con of the North 2020. The main event benefiting Extra Life at this year's Con of the North had to be the involvement of D&D Adventurers League for the second year running. They hosted a silent auction with items they provided themselves, a prize drawing, and more. However, the epic event they hosted on the Saturday of the con proved to be one of the most interesting initiatives they undertook. Players who were participating in the epic event could purchase in-game items and rolls by donating to Extra Life. Guild president Troy Cleland was on hand to MC the prize drawing and silent auction held before the epic event. All told, D&D Adventurers League was able to raise about $1600. "This is the second year they have done this for us," said Cleland of the amazing effort the league had brought to raising money for Extra Life, "[D&D Adventurers League] didn't disappoint at all." Con of the North being a gaming convention, it seemed only natural for Extra Life to bring dice to the event. Working with the local children's hospital, the Twin Cities Extra Life Guild was able to acquire over 150 six-sided and ten-sided die to use as a means of attracting curious con-goers and also raise a bit more money for Extra Life. A $1 donation conferred a d6 while a $2 donation got the donor a d10. The D&D room also made use of the dice for their in-game purchases to raise money. By the end of the weekend, the Twin Cities Extra Life Guild had managed to pull in over $140 with dice alone. Some people came by multiple times to donate more money for more dice, gushing about how much they loved using dice for a good cause, donating more than the suggested $1 or $2. In total, the Twin Cities Extra Life Guild was able to raise around $2,350 to support the sick and injured kids at Gillette Children's Specialty Healthcare while also spreading awareness in the tabletop gaming community about how people can play and help kids at the same time. Troy Cleland played a huge part in bringing it all together and deserves so much credit for forming the ongoing relationship between Con of the North and the Twin Cities Extra Life Guild. Minnesota's conventions don't draw the large crowds of a PAX, a Gen Con, or an E3, but there's a lot of heart and passion in these smaller cons that can really bolster the support local hospitals experience. All it takes is the effort necessary to expose these tight-knit communities to Extra Life's core message of compassion and play. Here's to another Con of the North… For The Kids. Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games! View full article
How to Get Started Playing Tabletop RPGs
If you're reading this, that means you've decided to consider participating in the ancient and venerable art of tabletop roleplaying. Congratulations! Infinite worlds of adventure await you, full of adventures to tackle alongside trusty companions. However, that rather large prospect can be quite daunting to those unfamiliar with tabletop RPGs. I promise that with this guide you will be able to stand proudly alongside your nerdy brothers and sisters when the time comes to roll initiative. Now, before you pull a Magnus and rush in, take some time to consider what, exactly, you'd like to do in a roleplaying setting. Are you the kind of person who loses themselves in fictional worlds within your own mind? Do you stand in the shower until it runs cold while dreaming about an epic adventure? Maybe you don't want to play just one character and want to take on a wide array of different roles? If those describe you, you might want to consider becoming a Game Master or GM. GMs act as a kind of author and arbiter of the world within the game. A GM typically brings the game to life at the table. They are the ones who craft the world in which the game takes place and breathe life into its various denizens. They also weave an evolving story that changes over time in response to the actions of other players in the group. The GM enforces the rules and attempts to give fair judgments that help everyone at the table have a good time. The flipside of the GM is the PC, the Player Character. Everyone in the game who is not the GM controls an avatar in the game, their own player character. PCs typically bring their own characters to life and then respond to the world and inhabitants that the GM conjures into being. By inquiring about the world and interacting with different characters, the PC forces the GM to expand the setting in new and interesting ways that the GM might never have expected. It is best to think of the GM and PCs as collaborators working to build a fun and interesting world that becomes more alive and reactive with each choice the players make while advancing through what the GM has created. Once you have decided which role you think might be good for you, it's a really good idea to talk about boundaries. In a world of infinite possibilities, what some might think dramatic or funny might be deeply traumatizing or offensive to others. If a player has a phobia and requests that it not come up in-game, respect their wishes. Other players might be uncomfortable with torture or sex scenes. Have an open conversation with your group about what everyone's boundaries are and then respect those limits. Remember: The goal is for everyone to have fun. That brings us t- wait, have you read the rules of the game you're playing? Whether you're going to be a GM or a PC, you need to know the most basic rules. It will still be a bit bumpy your first time playing even if you do read the rules, but it helps to have some understanding of what's going on before you're thrown to the wolves (sometimes literally thrown to wolves). If you are acting as the GM, you should absolutely have a firm grasp on the fundamentals. PCs have a lot more leeway on rules, but know your character well enough to be able to look at your character sheet and understand about 80% of it. Knowing your PC's abilities will help the GM quite a bit; it is unlikely they have memorized every rule for every class in the entire game. Now comes one of the best parts about tabletop roleplaying games: Creation. Once you know the rules, you can get to work making the building blocks of the world and the people who inhabit it. This is where the GM and the PC really diverge. A lot depends on what the GM wants to achieve with the game. Is it meant to be a sweeping tale of adventure with a party of heroes and/or villains? Or is it a smaller, more intimate tale meant for only a session or two? Both approaches necessitate different amounts of planning. For example, if it is intended to be a sprawling campaign that takes place over vast geographical areas with varied peoples and cultures, it is worth thinking about the histories, religions, and conflicts that have sprouted up between the various groups. Having broad ideas regarding those subjects will help you to think on your feet if you need to improvise and plan out potential courses your campaign could take. A shorter campaign or a one-shot don't necessarily need the same level of planning since it is unlikely the players will deviate far from the smaller scope of the GM's planned and prepared content. It doesn't hurt, certainly, but less of a necessity. However, put some thought into the non-player characters. Your NPCs should all relate to different things in the world. What does each character care about? What are they willing to do to obtain or protect what they care about? Having those motivations in place will help make your NPCs feel more like real people when the PCs interact with them. Or perhaps you aren't super interested in using the rules to create a new setting and world on your own. It's certainly a daunting task, even for experienced tabletop aficionados. A great option to gain some experience or save time is to grab a pre-made adventure. Most game systems have years of stories and quests drawn up in either physical or digital forms. For five dollars (and often less than that) you can find yourself a whole new adventure to run made by another player. Or you could jump into a more expensive and polished journey created by the company behind the system. There's a definite upside to having all the information readily available and organized. The only catch is that there can be a lot of reading and remembering to do that can get overwhelming for the inexperienced. These pre-fabricated settings and adventures usually come with pre-made characters for PCs, too, making them great introductions to the game system. For players, once the GM gives you the basic parameters of the world, ask questions with the goal of finding out how your character concept might fit best into their world. It might, for example, profoundly change the adventure if your character is an elf if most people in the GM's world haven't seen an elf for a thousand years. You should also consider making a second character to keep in your back pocket in case the worst happens. The GM shouldn't be actively trying to kill your characters, but sometimes things happen; the die rolls poorly or goofs are goofed. And when your character dies, as painful as that might sometimes be, it helps to be able to slap down a new character sheet and introduce them. It's your opportunity to be someone completely different, so run with it and have fun. Once all of that has been settled, it's time to actually show up to the sessions and play! Some general points of courtesy if you have never been to a table before. First, if you disagree with the GM's ruling, bring it up for discussion after the session concludes so the two of you can share your respective points of view without stalling the game and making everyone uncomfortable. Second, be respectful of everyone's time. Most people came to play, so try to give all of your attention to what's going on. Chances are your GM or your players put a lot of effort into making the adventure you're participating in, so value them. Finally, Not everyone gels well with every group. Some tabletop players are more involved in the tactical and mechanical aspects of combat while others live for the story or puzzles. Different groups will have different dynamics, so don't feel bad if the group you initially join up with doesn't quite click with you. There are players out there for you! If you can't wrangle some friends to play and are still interested, keep an eye out for local comics or games stores. These will often have weekly or monthly tabletop events that welcome newcomers. If all else fails, you can always find games played in various forms online (forums, voice chat, voice and tools like Roll20, and more). You've got options! With that, you are ready to hop into the wild world of... well, any one of an infinite number of wild worlds, really. Have fun and happy questing, you crazy kids! Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games!
tabletop appreciation weekend
Feature: How to Get Started Playing Tabletop RPGs
If you're reading this, that means you've decided to consider participating in the ancient and venerable art of tabletop roleplaying. Congratulations! Infinite worlds of adventure await you, full of adventures to tackle alongside trusty companions. However, that rather large prospect can be quite daunting to those unfamiliar with tabletop RPGs. I promise that with this guide you will be able to stand proudly alongside your nerdy brothers and sisters when the time comes to roll initiative. Now, before you pull a Magnus and rush in, take some time to consider what, exactly, you'd like to do in a roleplaying setting. Are you the kind of person who loses themselves in fictional worlds within your own mind? Do you stand in the shower until it runs cold while dreaming about an epic adventure? Maybe you don't want to play just one character and want to take on a wide array of different roles? If those describe you, you might want to consider becoming a Game Master or GM. GMs act as a kind of author and arbiter of the world within the game. A GM typically brings the game to life at the table. They are the ones who craft the world in which the game takes place and breathe life into its various denizens. They also weave an evolving story that changes over time in response to the actions of other players in the group. The GM enforces the rules and attempts to give fair judgments that help everyone at the table have a good time. The flipside of the GM is the PC, the Player Character. Everyone in the game who is not the GM controls an avatar in the game, their own player character. PCs typically bring their own characters to life and then respond to the world and inhabitants that the GM conjures into being. By inquiring about the world and interacting with different characters, the PC forces the GM to expand the setting in new and interesting ways that the GM might never have expected. It is best to think of the GM and PCs as collaborators working to build a fun and interesting world that becomes more alive and reactive with each choice the players make while advancing through what the GM has created. Once you have decided which role you think might be good for you, it's a really good idea to talk about boundaries. In a world of infinite possibilities, what some might think dramatic or funny might be deeply traumatizing or offensive to others. If a player has a phobia and requests that it not come up in-game, respect their wishes. Other players might be uncomfortable with torture or sex scenes. Have an open conversation with your group about what everyone's boundaries are and then respect those limits. Remember: The goal is for everyone to have fun. That brings us t- wait, have you read the rules of the game you're playing? Whether you're going to be a GM or a PC, you need to know the most basic rules. It will still be a bit bumpy your first time playing even if you do read the rules, but it helps to have some understanding of what's going on before you're thrown to the wolves (sometimes literally thrown to wolves). If you are acting as the GM, you should absolutely have a firm grasp on the fundamentals. PCs have a lot more leeway on rules, but know your character well enough to be able to look at your character sheet and understand about 80% of it. Knowing your PC's abilities will help the GM quite a bit; it is unlikely they have memorized every rule for every class in the entire game. Now comes one of the best parts about tabletop roleplaying games: Creation. Once you know the rules, you can get to work making the building blocks of the world and the people who inhabit it. This is where the GM and the PC really diverge. A lot depends on what the GM wants to achieve with the game. Is it meant to be a sweeping tale of adventure with a party of heroes and/or villains? Or is it a smaller, more intimate tale meant for only a session or two? Both approaches necessitate different amounts of planning. For example, if it is intended to be a sprawling campaign that takes place over vast geographical areas with varied peoples and cultures, it is worth thinking about the histories, religions, and conflicts that have sprouted up between the various groups. Having broad ideas regarding those subjects will help you to think on your feet if you need to improvise and plan out potential courses your campaign could take. A shorter campaign or a one-shot don't necessarily need the same level of planning since it is unlikely the players will deviate far from the smaller scope of the GM's planned and prepared content. It doesn't hurt, certainly, but less of a necessity. However, put some thought into the non-player characters. Your NPCs should all relate to different things in the world. What does each character care about? What are they willing to do to obtain or protect what they care about? Having those motivations in place will help make your NPCs feel more like real people when the PCs interact with them. Or perhaps you aren't super interested in using the rules to create a new setting and world on your own. It's certainly a daunting task, even for experienced tabletop aficionados. A great option to gain some experience or save time is to grab a pre-made adventure. Most game systems have years of stories and quests drawn up in either physical or digital forms. For five dollars (and often less than that) you can find yourself a whole new adventure to run made by another player. Or you could jump into a more expensive and polished journey created by the company behind the system. There's a definite upside to having all the information readily available and organized. The only catch is that there can be a lot of reading and remembering to do that can get overwhelming for the inexperienced. These pre-fabricated settings and adventures usually come with pre-made characters for PCs, too, making them great introductions to the game system. For players, once the GM gives you the basic parameters of the world, ask questions with the goal of finding out how your character concept might fit best into their world. It might, for example, profoundly change the adventure if your character is an elf if most people in the GM's world haven't seen an elf for a thousand years. You should also consider making a second character to keep in your back pocket in case the worst happens. The GM shouldn't be actively trying to kill your characters, but sometimes things happen; the die rolls poorly or goofs are goofed. And when your character dies, as painful as that might sometimes be, it helps to be able to slap down a new character sheet and introduce them. It's your opportunity to be someone completely different, so run with it and have fun. Once all of that has been settled, it's time to actually show up to the sessions and play! Some general points of courtesy if you have never been to a table before. First, if you disagree with the GM's ruling, bring it up for discussion after the session concludes so the two of you can share your respective points of view without stalling the game and making everyone uncomfortable. Second, be respectful of everyone's time. Most people came to play, so try to give all of your attention to what's going on. Chances are your GM or your players put a lot of effort into making the adventure you're participating in, so value them. Finally, Not everyone gels well with every group. Some tabletop players are more involved in the tactical and mechanical aspects of combat while others live for the story or puzzles. Different groups will have different dynamics, so don't feel bad if the group you initially join up with doesn't quite click with you. There are players out there for you! If you can't wrangle some friends to play and are still interested, keep an eye out for local comics or games stores. These will often have weekly or monthly tabletop events that welcome newcomers. If all else fails, you can always find games played in various forms online (forums, voice chat, voice and tools like Roll20, and more). You've got options! With that, you are ready to hop into the wild world of... well, any one of an infinite number of wild worlds, really. Have fun and happy questing, you crazy kids! Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games! View full article
Feature: Space Hulk: Tactics Offers a Fun Marriage of Warhammer 40K and XCOM
Marcus Stewart posted a topic in Announcements
The Space Hulk tabletop game has entertained Warhammer 40,000 fans for decades. The Space Marine vs Genestealer conflict spilled into the world of video games in the early 90's, spawning numerous titles ranging from real-time strategy to first-person shooters. Space Hulk: Tactics isn't the first turn-based strategy entry, but its new card system and two narrative-focused campaigns seperate it from the pack. The two distinct story campaigns center on the Blood Angels chapter of the Terminator Space Marines and the alien Genestealers. This marks the first time the ferocious monsters have been playable in a Space Hulk campaign. Like the board game, players guide a squad through the narrow corridors of the Space Hulk vessels. Marines must fulfil objectives such as escaping or eliminating a target. Genestealers need to slaughter their armored foes before they complete their mission. Outside of these narratives, players can battle in skirmishes against the AI or face other players in competitive multiplayer. I played match against a developer using the Blood Angels while he chose the Genestealers. My objective was to reach a room in order to scorch it with a flamethrower. Only one of my units could perform this task so I had to escort him to the point safely. Players position units or attack adversaries by spending Action Points. Characters have a limited amount of these points, so it's important to plan ahead for obstacles such as locked doors or surprise enemy spawns. Units fill a specific roles such as Medics, Librarians (psychic-powered mystics), or Assaults, and can use staple genre abilities such as overwatch in addition to their class abilities. Genestealers, whose ranks include powerful Broodlords and nimble Reaperfexes, are placed at spawn points and swarm their prey in waves. Since the opponent can't see where Genestealers get positioned, savvy players can set up surprise ambushes. Genestealers can even place decoys to throw off the other player. A new card system offers another strategic twist. Equipping units with cards bestows powerful abilities and bonuses. For example, a card may award more points for killing certain enemy types or deal extra melee damage. Tactics features over 80 cards to collect, each one playing a substantial role in combat and tactical decision-making. Cards can also be destroyed in exchange for extra action points for Marines or to summon new units for Genestealers. I like the strategy and flexibility of gaining more actions by sacrificing an ability I may not need in the moment. A first-person option is one of the game's coolest features. Hitting a button causes the view to shift from a standard top-down angle to witnessing the action from the character's perspective. Not only does this look neat, but it helps with lining up attacks more accurately or to better identify environmental elements. When playing competitively players can control four chapters (basically factions) of Space Marines: Blood Angels, Space Wolves, Ultramarines, and Dark Angels. Squad customization allows for units to be modified by body part with various armor types and color schemes. With plenty of options at their disposal, players can create squads that suit their visual fancy. I also got a brief look at the mission editor. Players can craft their own levels to share with others online. The intuitive controls make it a cinch to construct corridors and place elements such as auto-turrets and other traps. Visual variations of each tile means stages can take on the gothic look of imperial ships or the metallic hodgepodge of orc vessels, among others. Players can assign multiple objectives to their missions, with Terminators and Genestealers having their own dedicated tasks. Admittedly, I'm not much of a Warhammer 40K fan. However, strategy games make my soul smile, and Space Hulk: Tactics strikes many of the right notes for the genre. I had a good time playing and could see myself getting into the experience despite having no affinity for the intricate lore. Look for the game on PC, PlayStation 4, and Xbox One when it launches on October 9. Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games! View full article
Space Hulk: Tactics Offers a Fun Marriage of Warhammer 40K and XCOM
Marcus Stewart posted an article in Features
The Space Hulk tabletop game has entertained Warhammer 40,000 fans for decades. The Space Marine vs Genestealer conflict spilled into the world of video games in the early 90's, spawning numerous titles ranging from real-time strategy to first-person shooters. Space Hulk: Tactics isn't the first turn-based strategy entry, but its new card system and two narrative-focused campaigns seperate it from the pack. The two distinct story campaigns center on the Blood Angels chapter of the Terminator Space Marines and the alien Genestealers. This marks the first time the ferocious monsters have been playable in a Space Hulk campaign. Like the board game, players guide a squad through the narrow corridors of the Space Hulk vessels. Marines must fulfil objectives such as escaping or eliminating a target. Genestealers need to slaughter their armored foes before they complete their mission. Outside of these narratives, players can battle in skirmishes against the AI or face other players in competitive multiplayer. I played match against a developer using the Blood Angels while he chose the Genestealers. My objective was to reach a room in order to scorch it with a flamethrower. Only one of my units could perform this task so I had to escort him to the point safely. Players position units or attack adversaries by spending Action Points. Characters have a limited amount of these points, so it's important to plan ahead for obstacles such as locked doors or surprise enemy spawns. Units fill a specific roles such as Medics, Librarians (psychic-powered mystics), or Assaults, and can use staple genre abilities such as overwatch in addition to their class abilities. Genestealers, whose ranks include powerful Broodlords and nimble Reaperfexes, are placed at spawn points and swarm their prey in waves. Since the opponent can't see where Genestealers get positioned, savvy players can set up surprise ambushes. Genestealers can even place decoys to throw off the other player. A new card system offers another strategic twist. Equipping units with cards bestows powerful abilities and bonuses. For example, a card may award more points for killing certain enemy types or deal extra melee damage. Tactics features over 80 cards to collect, each one playing a substantial role in combat and tactical decision-making. Cards can also be destroyed in exchange for extra action points for Marines or to summon new units for Genestealers. I like the strategy and flexibility of gaining more actions by sacrificing an ability I may not need in the moment. A first-person option is one of the game's coolest features. Hitting a button causes the view to shift from a standard top-down angle to witnessing the action from the character's perspective. Not only does this look neat, but it helps with lining up attacks more accurately or to better identify environmental elements. When playing competitively players can control four chapters (basically factions) of Space Marines: Blood Angels, Space Wolves, Ultramarines, and Dark Angels. Squad customization allows for units to be modified by body part with various armor types and color schemes. With plenty of options at their disposal, players can create squads that suit their visual fancy. I also got a brief look at the mission editor. Players can craft their own levels to share with others online. The intuitive controls make it a cinch to construct corridors and place elements such as auto-turrets and other traps. Visual variations of each tile means stages can take on the gothic look of imperial ships or the metallic hodgepodge of orc vessels, among others. Players can assign multiple objectives to their missions, with Terminators and Genestealers having their own dedicated tasks. Admittedly, I'm not much of a Warhammer 40K fan. However, strategy games make my soul smile, and Space Hulk: Tactics strikes many of the right notes for the genre. I had a good time playing and could see myself getting into the experience despite having no affinity for the intricate lore. Look for the game on PC, PlayStation 4, and Xbox One when it launches on October 9. Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games!
Rip Apart Genestealers or into Space Marines When Space Hulk: Tactics Releases This Year
Jack Gardner posted an article in Gaming News
The studio behind the Blood Bowl franchise, Cyanide Studio, has announced that they will be making a turn-based tactical game out of the classic Warhammer 40K board game. So, what's a space hulk? These behemoths are essentially giant lumps of stuff that have mashed together after travelling through Warhammer 40K's version of faster-than-light travel. They can be a single, massive ship or dozens of ships and asteroids all stuck together for untold millennia. They're typically twisted by the experience, leading many who enter space hulks to either never return or emerge changed for the worse. In particular, there are a race of being found in space hulks known as Genestealers who can pose an existential threat to any being they encounter. Space Hulk was first adapted to video games back in 1993, received another game in 1995, and then sat dormant for over a decade until the release of the tactical indie game Space Hulk in 2013. Since that initial heart beat, we received Space Hulk: Deathwing in 2016 which abandoned tactics to focus on frantic FPS gameplay. Now it seems that Cyanide Studio wants to bring the series back to its tactical roots. Space Hulk: Tactics will house two campaigns from opposing sides. Players can choose between playing as the Terminator Space Marines tasked with exploring and cleansing an enigmatic space hulk or as the Genestealers attempting to wipe out the intruders into their domain. Cyanide Studio has said that both campaigns will have a heavy focus on narrative; I'm not sure how that will work on the Genestealer side, but I'm interested in finding out. The big addition to Space Hulk: Tactics is adapting the board game with the addition of cards that help to customize and upgrade your soldiers prior to each mission or match. They'll help players survive and possibly turn the tide of battle in a moment of desperation. There will also be an online competitive multiplayer mode, a map creation tool, and the ability to share maps online. Space Hulk: Tactics will release sometime in 2018 for the PlayStation 4, Xbox One and PC. For those of you itching for more info, publisher Focus Home Interactive will be holding a press conference later this month to discuss the title at length.
gamesworkshop
Gaming News:Rip Apart Genestealers or into Space Marines When Space Hulk: Tactics Releases This Year
The studio behind the Blood Bowl franchise, Cyanide Studio, has announced that they will be making a turn-based tactical game out of the classic Warhammer 40K board game. So, what's a space hulk? These behemoths are essentially giant lumps of stuff that have mashed together after travelling through Warhammer 40K's version of faster-than-light travel. They can be a single, massive ship or dozens of ships and asteroids all stuck together for untold millennia. They're typically twisted by the experience, leading many who enter space hulks to either never return or emerge changed for the worse. In particular, there are a race of being found in space hulks known as Genestealers who can pose an existential threat to any being they encounter. Space Hulk was first adapted to video games back in 1993, received another game in 1995, and then sat dormant for over a decade until the release of the tactical indie game Space Hulk in 2013. Since that initial heart beat, we received Space Hulk: Deathwing in 2016 which abandoned tactics to focus on frantic FPS gameplay. Now it seems that Cyanide Studio wants to bring the series back to its tactical roots. Space Hulk: Tactics will house two campaigns from opposing sides. Players can choose between playing as the Terminator Space Marines tasked with exploring and cleansing an enigmatic space hulk or as the Genestealers attempting to wipe out the intruders into their domain. Cyanide Studio has said that both campaigns will have a heavy focus on narrative; I'm not sure how that will work on the Genestealer side, but I'm interested in finding out. The big addition to Space Hulk: Tactics is adapting the board game with the addition of cards that help to customize and upgrade your soldiers prior to each mission or match. They'll help players survive and possibly turn the tide of battle in a moment of desperation. There will also be an online competitive multiplayer mode, a map creation tool, and the ability to share maps online. Space Hulk: Tactics will release sometime in 2018 for the PlayStation 4, Xbox One and PC. For those of you itching for more info, publisher Focus Home Interactive will be holding a press conference later this month to discuss the title at length. View full article
Feature: Space Hulk: Deathwing Totes Space Marines, Big Guns, and Swarming Monsters
After more than a decade, Warhammer 40K returns to the first-person shooter genre. Space Hulk: Deathwing represents the first FPS title since 2003's Warhammer 40,000: Fire Warrior on PC and PlayStation 2. I had the chance to sit down and see a live demo in action. Over the course of a 15-hour campaign, players will venture into the Space Hulk, a mass of asteroids and abandoned spacecraft. The campaign teams players up with up to three friends or AI companions to explore the dangerous bowels of the Space Hulk known as Olethros. Deathwing puts players in the colossal frame of a Librarian, a space marine uniquely gifted with psychic abilities. On their journey through the various ships and asteroids that compose the hulk, players will discover new weapons and unlock new abilities to use in combat, like a 360-degree force push or the ability to discharge chain lightning. As our Librarian and his crew of AI teammates began exploring a black templar warship inside the Space Hulk, a screech echoed through the halls. "That scream indicates that we're probably about to have our first encounter with the alien Genestealers," Focus Home Interactive's representative explained, "You'll notice right away that these alien Genestealers fall pretty quickly under a hail of Storm Bolter fire. Instead of defense, they specialize in swarming in huge groups; surrounding your squad; and attacking with powerful melee attacks. If you catch them alone or force them into a choke point they shouldn't be too difficult to deal with." As players progress through their encounters with Genestealers, they will begin to notice that the AI that governs their behavior leads to unpredictable behavior. If a Genestealer notices players in the distance it may run to alert its companions or, if it is close enough, it will alert the swarm and attack. Additionally, if players encounter a huge group directly, the swarm might break off into two groups and attempt to pincer the players from various directions. Space Hulk: Deathwing obviously derives its series name from the popular Warhammer 40K Space Hulk board game. Streum On Studio has tried to take the spirit of the board game and translate it into video game form. "We've incorporated gameplay elements that made the board game unique," said the studio's reps, "The most useful of these is the idea that you have to try and control the flow of the swarm of Genestealers. This is an enemy that's almost unlimited in number. You'll never going to be able to defeat them all. Instead, this is a game of controlling risks. So one of the ways you can do this is sealing entrances. This helps to stop the Genestealer tide." Occasionally, players might discover shortcuts to their objective locations, but those shortcuts might come with the price of a harder final confrontation as Genestealers swarm through additional openings. Each mission takes place aboard a different ship and will require players to carefully consider their options while they have the opportunity between skirmishes. Exploring off of the main objective path can reveal new items, paths, and secrets, but also proves to be a very dangerous endeavor. The ships the Librarians explore were lost to both time and space for an unfathomably long time, but some ship defense systems might remain online. These can be hazardous to players, but can also prove to be useful if they are preserved and hacked. If reprogrammed to target Genestealers, they could turn the tide in battle at a key moment. Between missions, players will have to properly equip and prepare their team of Dark Angel Terminators to face the hordes of Olethros and solve the mysteries it holds. "The important thing to note in battle," explained the demonstrator as Genestealers swarmed around, "is that you're going to take damage which is localized to wherever you get hit on your body. Different parts of your power armor have their own hit box. What this means is if you get attacked too much on the right arm, say, you won't be able to effectively use whatever weapon you have equipped there. Another way is if you get attacked too much by a swarm of Genestealers attacking at your legs, you may not be able to move as quickly or sprint." Genestealers tend to be melee opponents, though there are ranged varieties as well. The larger Genestealers are also heavily armored. To that end, melee combat is important in prolonged battles against their kind. Players will have access to weapons like force swords or axes that can more easily penetrate armor and can be used to parry incoming melee attacks. Overall, I quite enjoyed the tactical, measured aspects of Deathwing's FPS action. The more deliberate approach and pace seems well suited to hulking, armored space marines. The AI lends an aspect of enjoyable unpredictability to combat that I can only imagine increases with the fun chaos of human companions. Many Warhammer 40K games seem to be a bit off-putting to those who aren't already invested in the franchise, but Deathwing might be the most accessible the franchise has been in a long while. Space Hulk: Deathwing releases later in 2016 for PC, PlayStation 4, and Xbox One. View full article
deathwing
Space Hulk: Deathwing Totes Space Marines, Big Guns, and Swarming Monsters
After more than a decade, Warhammer 40K returns to the first-person shooter genre. Space Hulk: Deathwing represents the first FPS title since 2003's Warhammer 40,000: Fire Warrior on PC and PlayStation 2. I had the chance to sit down and see a live demo in action. Over the course of a 15-hour campaign, players will venture into the Space Hulk, a mass of asteroids and abandoned spacecraft. The campaign teams players up with up to three friends or AI companions to explore the dangerous bowels of the Space Hulk known as Olethros. Deathwing puts players in the colossal frame of a Librarian, a space marine uniquely gifted with psychic abilities. On their journey through the various ships and asteroids that compose the hulk, players will discover new weapons and unlock new abilities to use in combat, like a 360-degree force push or the ability to discharge chain lightning. As our Librarian and his crew of AI teammates began exploring a black templar warship inside the Space Hulk, a screech echoed through the halls. "That scream indicates that we're probably about to have our first encounter with the alien Genestealers," Focus Home Interactive's representative explained, "You'll notice right away that these alien Genestealers fall pretty quickly under a hail of Storm Bolter fire. Instead of defense, they specialize in swarming in huge groups; surrounding your squad; and attacking with powerful melee attacks. If you catch them alone or force them into a choke point they shouldn't be too difficult to deal with." As players progress through their encounters with Genestealers, they will begin to notice that the AI that governs their behavior leads to unpredictable behavior. If a Genestealer notices players in the distance it may run to alert its companions or, if it is close enough, it will alert the swarm and attack. Additionally, if players encounter a huge group directly, the swarm might break off into two groups and attempt to pincer the players from various directions. Space Hulk: Deathwing obviously derives its series name from the popular Warhammer 40K Space Hulk board game. Streum On Studio has tried to take the spirit of the board game and translate it into video game form. "We've incorporated gameplay elements that made the board game unique," said the studio's reps, "The most useful of these is the idea that you have to try and control the flow of the swarm of Genestealers. This is an enemy that's almost unlimited in number. You'll never going to be able to defeat them all. Instead, this is a game of controlling risks. So one of the ways you can do this is sealing entrances. This helps to stop the Genestealer tide." Occasionally, players might discover shortcuts to their objective locations, but those shortcuts might come with the price of a harder final confrontation as Genestealers swarm through additional openings. Each mission takes place aboard a different ship and will require players to carefully consider their options while they have the opportunity between skirmishes. Exploring off of the main objective path can reveal new items, paths, and secrets, but also proves to be a very dangerous endeavor. The ships the Librarians explore were lost to both time and space for an unfathomably long time, but some ship defense systems might remain online. These can be hazardous to players, but can also prove to be useful if they are preserved and hacked. If reprogrammed to target Genestealers, they could turn the tide in battle at a key moment. Between missions, players will have to properly equip and prepare their team of Dark Angel Terminators to face the hordes of Olethros and solve the mysteries it holds. "The important thing to note in battle," explained the demonstrator as Genestealers swarmed around, "is that you're going to take damage which is localized to wherever you get hit on your body. Different parts of your power armor have their own hit box. What this means is if you get attacked too much on the right arm, say, you won't be able to effectively use whatever weapon you have equipped there. Another way is if you get attacked too much by a swarm of Genestealers attacking at your legs, you may not be able to move as quickly or sprint." Genestealers tend to be melee opponents, though there are ranged varieties as well. The larger Genestealers are also heavily armored. To that end, melee combat is important in prolonged battles against their kind. Players will have access to weapons like force swords or axes that can more easily penetrate armor and can be used to parry incoming melee attacks. Overall, I quite enjoyed the tactical, measured aspects of Deathwing's FPS action. The more deliberate approach and pace seems well suited to hulking, armored space marines. The AI lends an aspect of enjoyable unpredictability to combat that I can only imagine increases with the fun chaos of human companions. Many Warhammer 40K games seem to be a bit off-putting to those who aren't already invested in the franchise, but Deathwing might be the most accessible the franchise has been in a long while. Space Hulk: Deathwing releases later in 2016 for PC, PlayStation 4, and Xbox One.
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5 Expert Predictions for Content Marketing in 2014
Sabrina Cote
January 29, 2014 | Sabrina Cote
The past year brought significant change to the world of content marketing, and 2014 is poised to be yet another year of advancements. A recent report from Content Marketing Institute highlighting 50 Content Marketing Predictions for 2014 includes projections about the evolution of content strategies, increased emphasis on content analytics, and an upward trend in short-form content just to name a few.
Here are five of our favorite expert predictions about the future of content marketing in 2014 and beyond.
#1. Content will drive sales success.
Jill Rowley (@Jill_rowley), social selling and social business evangelist for Oracle, writes that successful sales professionals will be content connoisseurs:
"Content becomes the currency of the Modern Sales professional. Sales people will use content to be part of the buyer's learning party (57% of the buying process is done prior to engaging Sales). The modern sales professional is a content connoisseur and an information concierge with a strong personal brand."
Our take: Quality content has certainly become critical to all phases of sales enablement, from onboarding and training to prospecting and customer communications. But for those efforts to be successful, that content also needs to be easily accessible and organized, and aligned with the conversations reps have with prospects and customers.
#2. Increasing content reach becomes a key area of focus.
Joe Chernov (@jchernov), VP of Content at HubSpot, expects an increased emphasis on smart content distribution:
"The 'distribution' slice of the content marketing pie will grow in 2014. As brands begin to create a surfeit of content, the meritocracy (if one even exists) will shift from the 'best' content to the smartest distribution. Solutions designed to increase content reach will rise in popularity."
Our take: Marketers are always looking for new ways extend the reach of their content, and a shift in focus from content creation to distribution makes sense. In addition to new solutions for content sharing, more organizations could also look internally to get more people involved in the process. Salespeople in particular will likely look to further develop their social selling skills, while improving their presence on key social channels like LinkedIn and Twitter.
#3. Analytics become an even more essential piece of the content puzzle.
Andrea Bridges-Smith (@abridgessmith), Content Marketing Manager for Spanning, predicts that as content becomes more shareable, marketers will turn to tools that offer detailed analytics:
"New visual and video tools will make it easier for marketers to create easily viewable content, and social plugins will make it possible to share across multiple channels at once. To really win though, these tools will need to provide detailed analytics."
Our take: "Big data" was a major buzzword in 2013, but interest in using analytics to make better business decisions is nothing new (and obviously isn't going away). Video content analytics in particular can provide tons of valuable insight into the behavior, needs and interests of target audiences – something more companies should look to take advantage of in 2014.
#4. Marketers seek to tie content to business results.
Paul Roetzer (@paulroetzer), PR 20/20 CEO, writes that marketers will work to identify how and which content produces the best results:
"Content marketers will become more adept at marketing automation and analytics, enhancing their ability to maximize performance and connect content campaigns to business results."
Our take: Identifying the true ROI of content marketing is hardly a new challenge, but again, marketers today are more sophisticated in drawing the connection between the resources they create and the business benefits they provide. It's also likely that content goals will continue to spill into sales enablement, with more focus being placed on the ways sales can use content to drive business.
#5. Short, targeted content assets will eclipse long form content in priority.
Melissa Change @mchang16, President and CEO for PureB2B, expects to see greater focus on creating multiple pieces of short-form content rather than a single lengthy report:
"Marketers will begin to be smarter about creating one body of content and distributing it in a variety of short, easily digestible formats. The research, preparation and effort that goes into writing one 16-page white paper will be re-directed into short-form videos, infographics, blog posts, LinkedIn updates, executive quotes, survey snippets and shorter form information bits."
Our take: As audiences continue to broaden thanks to the flexibility of online marketing, it's more important than ever that information, data, and messaging be distributed in a variety of content formats. Repurposing is the key, as one resource can be turned into multiple smaller assets for maximum impact. This type of content is also perfect for reaching the growing mobile audience.
What are your predictions for the future of content marketing? Share your thoughts in the comments section below!
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redpajama_set_name: RedPajamaCommonCrawl


International Junior Writers Club (IJWC) adviser spoke at the 2017 Global Education Conference held on November 13-16, 2017. IJWC was proud to have been invited to speak at this school year's Global Education Conference being a winner of the 2017 Great Global Project Challenge. The Global Education Conference Network officially recognized the speakers on December 1, 2018 by presenting them their speakership certificates.
IJWC, during its session, shared some barriers to global learning collaboration such as technology, language, funding, and curriculum, which were the club's personal initial struggles. It also discussed ways to initiate and maintain a successful global learning collaboration such as focusing on general theme/skill/interest, keeping long-term partnership, hosting a website or social media to showcase activities, doing a variety of activities, and giving partners recognition, which the club personally tried and was successful. At the conclusion of the session, participants were asked to share additional ideas for global learning collaboration.


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Explore the Forest
ACFL Overview
Friends of the Forest Online Shop
The Anacortes Community Forest Lands (ACFL) comprise approximately 2800 acres of forests, meadows, lakes and wetlands at the heart of Fidalgo Island, entirely within the city limits of Anacortes. The ACFL is owned by the City of Anacortes and is managed by its Parks & Recreation Department. Policy guidance is provided by a five-member ACFL Advisory Board whose members are appointed by the mayor. More information about the City, the Parks and Recreation Department and the Advisory Board can be found at www.cityofanacortes.org.
View Trail maps
The ACFL is managed for its recreational and conservation value according to the ACFL Management Plan adopted in 1991. The ACFL Management Plan is part of the City's Comprehensive Plan. Copies of the plan are available from the City of Anacortes Planning Department and at the Anacortes Public Library.
Several large tracts of the ACFL have been gifted to the City over time and are protected in their natural state by deed restrictions placed on the gifts by the donors. Much of the rest of the ACFL was purchased by the City in 1919 from Douglas Allmond's Washington Power and Light Company. This land was held by the City to protect the local lakes that served as water supplies for Anacortes residents. While the City no longer draws water from ACFL lakes, Whistle Lake remains a backup water source and all the ACFL lakes are managed to preserve their water quality.
The ACFL now includes the land formerly known as Heart Lake State Park.
Members of the Friends of the ACFL and the Washington Native Plant Society have compiled lists of the plants found in the ACFL. Visit our Plants page to learn more about our Forest plants and lichens, and to obtain species lists for the areas you wish to visit.
Visiting the Forest
The ACFL is a beloved community treasure. Careful management and trail policies allow the ACFL to be shared by a variety of human user groups including hikers, joggers, bicyclists, equestrians, motorcyclists, bird watchers, dog walkers, fishers, swimmers, paddlers, photographers, scout troops and school classes as well as the native plants and wildlife. For the health of the woods and the enjoyment of other visitors, please stay on the trails, observe posted trail restrictions and park hours, keep pets on a leash at all times and pack out what you pack in, including pet waste. To learn more about forest ettiquette, please read the articles on our Stewardship page.
Where to Get a Map
Download trail maps here »
Trail maps of the ACFL are published by the Anacortes Parks & Recreation Department. In addition to topographical features and trails, the maps include a brief history of the ACFL, trail regulations, and information about how you can help protect this invaluable community treasure. Maps are on sale at the following locations in Anacortes:
Anacortes Parks & Recreation Dept.
819 Commercial Avenue
Friends of the Forest Office
611 R Avenue
Watermark Book Company
Bikespot
210 Commercial Ave.
Skagit Cycle Center
Lake Erie Grocery
13378 heart lake Road
What's in One Forest Land Acre?
The quick answer is an astounding 8,310 visible plants, many wildlife species, carpets of moss and masses of fungi. Plus perhaps a billion things living underground. To determine just what it is we save when we permanently protect an acre of the Forest Lands, Friends of the Forest made an on-the-ground study of a typical acre (a little larger than a football field) south of Little Cranberry Lake in February 2000.
We counted a total of 360 standing trees—cedar, hemlock, cascara, Douglas fir, big-leaf maple, holly, and alder. We also found 40 snags and 195 downed logs.
The shrub community consisted of nine species–salal being the most common but also present were elderberry, salmonberry, red huckleberry, gooseberry, Indian plum, ocean spray, Oregon grape and honeysuckle. There were 3,520 of these plants in our sample acre.
The herbaceous plants that cover the ground were the most numerous. At the time of our survey some 4,195 specimens of dewberry, sweet cicely, sticky bed straw, sword fern and wood fern were visible. By May that number will probably triple with the emergence of nettle, lady fern, bracken fern, calypso orchid, Indian pipe, coral root orchid, star flower, Siberian miner's lettuce, false Solomon's seal and wild lily of the valley.
We found 20 species of mosses and liverworts that cover about 50% of the ground, log and live-tree surfaces in numbers impossible to count.
Since animals don't stand still to be counted, we can only report on what species might use this acre sometime during the year. Beaver, Douglas squirrel, Townsend chipmunk, white-footed mouse, bush-tailed wood rat, common muskrat, meadow mouse, porcupine, and Oregon black-tailed deer eat the flora. Carnivores could include coyotes, raccoons, skunks, weasels, river otters, garter snakes, alligator lizards and many amphibians.
As many as 65 bird species may use this acre, depending on the season — some to breed, some to forage and some to roost. The proximity of the lake and beaver ponds increases the habitat value of this acre.
Decomposers
The trees, shrubs and ground cover in our typical acre — tons upon tons of woody debris — eventually decompose. Most of this absolutely essential work is performed by fungi. Mushrooms are only the visible fruit of the larger, hidden fungus body, which consists of a network of tiny, hair like tubes called hyphae that fill all soil and rotting wood in the forest. Where one body begins and another ends is nearly impossible to detect. Many more species of fungi, including lichens, live in our acre than do all other kinds of plants.
Fungi's cleanup work is assisted by microorganisms such as protozoa, bacteria and tiny invertebrate animals, insects, crustaceans, spiders, mites, visible earthworms and invisible nematodes—perhaps a billion in our acre.
Jean's Favorite Views Hike
Our Sanctuary Hike
Wetland Wonders Walk
The Keystone Beavers Hike
Fires and Our Forest Hike
The ACFL Inclusive Hike
Sugarloaf Sunset Hike
Cranberry Halloween Family Hike
Heart Lake Old Growth Hike
Whistle Lake View Gentle Walk
The Friends of the Forest is a non-profit, citizens organization Dedicated to the preservation of the Anacortes Community Forest Lands through Education, Outreach and Stewardship.
Friends of the Forest, 611 R Avenue, Anacortes, WA, 98221, United States360-293-3725info@friendsoftheacfl.org
info@friendsoftheacfl.org
Tuesday–Thursday
10:00 AM–1:00 PM
All content copyright Friends of the Forest | Built by Make Northwest


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A Day To Remember: Bullfights And Breakdowns
We talked pre-show playlists and Australian shower heads with the legendary hardcore band.
Posted By Alex Underwood 4 years ago
Header image by James Hartley.
I still remember hearing A Day To Remember for the first time as an awkward, 15-year-old high school kid and, even then, feeling like I was listening to the soundtrack to my adolescence. I'd just started to acquaint myself with what everyone at the time was calling 'screamo' music, and a mate (who can claim responsibility for putting me onto around half of my now favourite bands) burnt me a mixed CD filled with Atreyu, Story Of The Year, The Used and a stack of other tasty mid-2000's favourites. Track number one was A Day To Remember's You Should've Killed Me When You Had The Chance. 'Holy shit, what is this!?', I remember asking myself after hitting the replay button for a fourth time. I'd never heard anything like it; here was a band that could switch from squeaky clean, sing-a-long pop choruses to face-melting breakdowns in a heartbeat and make it seem so normal, as if bands had been doing it forever. It was like listening to blink-182 on roids, and I fucking loved it. I could tell that this band was going to become unexplainably important to me and to so many other confused and angry teenagers, what I didn't realise was how important they would remain to me as an adult.
Now, over a decade on and three single releases into unveiling album number six, A Day To Remember prove once again that they are the benchmark for heavy music, on all fronts. The sincerity that these five guys inject into every song they write and the energy they carry on stage with them when they play simply cannot be matched, and those two key ingredients have been at the core of everything the band has achieved. The dudes have worked their fucking arses off for over a decade, and despite their various successes, their goal every time they walk on stage is to make it their best show yet. Countless bands have tried to imitate what the Floridian five-piece have done over their 13-year career, and countless bands have fallen short - there will never be another band quite like ADTR.
We had the absolute pleasure of chatting with A Day To Remember frontman Jeremy McKinnon in the midst of their massive run of US dates with blink-182 to discuss their upcoming Australian tour, gnarly Australian shower heads and the band's forthcoming, sixth studio record, Bad Vibrations.
On being out on tour across the US with blink and being long time fans of the band:
I'm just fuckin' longboarding around the parking lot here in Virginia Beach, we're on the blink tour tonight and we play in two hours. It's been fucking magical. Tonnes of people every night, they're into our show and blink-182 could not be cooler to us, seriously, so it's been the best tour we've ever done, hands down.
If you were to ask us who are the top three bands that we've ever wanted to tour with, blink is definitely one of them, and they're probably number one. So yeah, it's like the best case scenario for us.
On finally being able to drop Bad Vibrations:
Oh man, I can't wait. It's been a long time coming. We finished it in like September last year-ish, so yeah. September the second it's out, we can't wait. We actually just put out a new video for Bullfight, like 10 minutes ago.
On comparing Bad Vibrations with ADTR's first record, For Those Who Have Heart:
I do think me saying that has been taken a little out of context from what I originally meant. What I meant is, it's similar in two ways; one being we haven't written a record as a band, and when I say that I mean like all five of us just in a room writing songs together, since For Those Who Have Heart, so that's a big reason why I say that. Then number two; I just think it's one of the heavier records that we've written in a while, and I associate that also with For Those Who Have Heart, which was like a straightforward breakdown-fest. So yeah, they're the two reasons that I say that.
On Bad Vibrations being the heaviest record the band has written in a long time:
I think the majority of the guys in the band just enjoy playing heavy music and these last few records I've just had so much fuel that I would bring to the table that we couldn't always fit that heavier side in. I just think the guys were ready for a heavier album and I didn't really have that much material this time, so what can I say?
On changing up the recording process between BV and the last album, Common Courtesy:
I was at my maximum comfort level for Common Courtesy and Bad Vibrations was probably the worst possible way I could write a record (laughs), but we needed that, you know what I mean? It was about getting everybody in the room, getting outside of that comfort zone that really I didn't mean to create, but I had set up this process that made me comfortable, but nobody else in the band. So, it was just that time - get everybody involved, go write a record as a band - not just a few of us, and get everybody attached to it, let's go push these songs that we all believe in together; that's what it was all about. We're all very proud of what we just did, but some people did really well in this scenario and then some people struggled, because it pushed them out of their comfort zone. I think, for example, Paranoia, could never have existed if we hadn't of made this record this way, and I think Paranoia is one of my favourite songs we've ever written as a band, so there ya go.
On how A Day To Remember have managed to remain relevant across so many years and records:
I think the subject matter has a lot to do with it and with people feeling attached to the music; real things that happen to everyday people and it's not written like your standard, boring pop songs. It's got a pop structure to it, even though they're heavy songs, but the lyrics are real and you can tell it's coming from a real place; I think that really matters. I think the live show matters as well, it's not just the same boring shit over and over again. We get the crowd involved and make even the people who don't give a shit about us have a good time and I think that goes a long way. And yeah, I think we write catchy shit too, so it all matters.
On the band's live performances and why they love putting on a spectacle every time they get on stage:
Growing up, I always wanted to see shows like you'd see on MTV from the 80s, with all these big, 80s metal bands in arenas with lights and fire and crazy production. So to us, ever since we've been headlining and we could actually spend money investing in our shows; we've done it, because we're really just trying to put on the show that we wish people would've put on for us when we were kids, because it just wasn't happening in rock music - or at least in the rock music that we grew up listening to. So yeah, it was always about that, just putting on a show that we would've wanted to see, that we think the inner child in us would've wanted.
On the band's love for punk and hardcore music, and how they work it into their pre-show ritual:
All of those late-80s, 90s, early-2000s punk records are gonna be my oldies, I already know it - they're the majority of what I listen to, still to this day. I listen to everything, don't get me wrong, but I'd say that time period in punk, pop-punk and hardcore is what makes me, me. Every night before we go on stage we've got a heavy music playlist that we go through and we've got a punk playlist that we go through to get hyped for the show.
We usually do the punk playlist two hours before we go on and then we switch it an hour before to what we call the 'Game Time Playlist', which only includes songs that, if all five of us are at a concert - the song doesn't get added to the playlist unless at least one us has to mosh when it's being played in front of us - that's the prerequisite for a song making it onto the playlist. So there are like 60 of those that we shuffle before a show, and if we're not listening to that one, we also have a really good rap playlist that does the same thing for us.
On Australia's unbeatable shower heads:
We spent some time at, I think it's called Surfer's Paradise, on the Gold Coast - that was one of the most magical things we ever did. In the room we rented they had the thickest shower head and the best shower pressure I've ever had in my life, I've been trying to find that shit ever since but I just can't find the same one anywhere.
Follow A Day To Remember: FACEBOOK / TWITTER
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