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Weirdwood Manor by Greyridge Games Coming Soon to Kickstarter

Greyridge Games announced tgat the award-winning Weirdwood Manor app and book series will be made into a board game. Weirdwood Manor: The Board Game is a cooperative game of adventure and strategy for 1 to 5 players from ages 14+ and takes 90 - 120 minutes to play. You’ll battle against 1 of 3 unique magical Fae Monsters and their Clockwork Scarabs invading the Manor. Offering high variability and replayability, the game features a unique temporal mechanic that reflects the magical, ever-shifting corridors and rooms of the Manor. Every time a player or the Fae Monster takes an action, time will move forward in the game and the connections between the rooms will shift via unique rotating corridor rings on the game board. Fighting against time, you’ll make use of dice drafting, card play, resource management, and location actions as you and your companions move through the ever-shifting Manor in pursuit of ultimate victory over the Fae Monster! As the game progresses, the Fae Monster’s s

Sex and Violence in Comics: When is it Too Much?

Robot 6 at Comic Book Resources did a nice article about Sex and Violence in Comics. With recent events in comics like Kick-Ass, Saga, and even some of the things seen in what are supposed to be all age friendly comics like Avengers and Justice League it makes you wonder when it is too much. It seems today people are more desensitized to violence and sex. We see it every day on TV, Film, Books, and Comics. I remember the first time I heard a four letter word on Prime-time TV, I was shocked and if I had a DVR at the time would have probably rewound it just to make sure I heard right. This day in age you have to wonder, where is the line drawn. You can read a excerpt by clicking read more.

"There’s been a lot of talk about the appropriateness of violence and sexual violence in comics. It’s a good discussion to have, particularly for creators who take their art seriously.
I saw a quote from the Syrian cartoonist Ali Ferzat in The Guardian that seemed apt, although the context of what he was talking about was different: “If there is no mission or message to my work I might as well be a [house] painter and decorator.” 
At some point, creators have to decide what their work is about in a larger sense –  what’s their mission statement, if you will. In defining that, everything they produce serves that goal on some level. It’s probably not apparent to anyone other than the creator, and some probably do it on a subconscious level, but it gives their work a unified essence that makes it undeniably them. 
Or maybe that’s just me, and I’m projecting that onto everyone else.
Even so, creators have to live with their work; it represents them. And everyone is going to have different comfort levels regarding what they want to represent them and their ideas, just as those that experience the work will have different levels of comfort. For some, it’s run-of the-mill to use sexual violence as shorthand to establish a one-dimensional villain; it’s a go-to device 
For others, it’s cheap, exploitative and unnecessarily triggering. It doesn’t make any kind of statement about sexual violence or take into consideration the effects of such an experience on the victims.
Read the rest of the article at http://robot6.comicbookresources.com/2013/08/sex-and-violence-in-comics-when-is-it-too-much/


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Weirdwood Manor by Greyridge Games Coming Soon to Kickstarter