Tuesday, April 5, 2016

Dance Puppets! Dance!!! (How to run scenarios, a primer)

     To have awesome fighting at events, many things that have to happen behind the scenes.  The art of successfully running battles is difficult to master, but it pays dividends in so many ways.  Great fighting encourages people to attend more often, growing your local field and the entire game.  It fosters the spark in new fighters and can rekindle the flame in veterans.  On the flip-side, poorly executed fighting can drain the life and color from a realm, or doom an event.  Running fighting can be a thankless job, but I've recently found that facilitating the fun of hundreds carries a deep, intrinsic satisfaction.

Two weekends ago, I had the pleasure of running fighting at the Ides of March in Bowdon, GA.  This was my first real experience running battles at a large event, my only experience prior to that being ~70 person day battles.  It was a bit of a trial by fire, so I'm going to share with you some things that I learned during the process.  These concepts could be applied to a day event, or a smaller weekend affair.

Be Prepared:
 This goes deeper than having scenarios planned ahead of time.  You've gotta consider precisely how much material you need for your set-up (rope/stakes/objectives/etc), always get more than you think you'll need and then be prepared to play things by ear when something inevitably doesn't follow the plan.  Certain battles run differently on different size fields or with certain numbers of fighters.

Think about your herald team ahead of time.  Having a skilled second who knows what they're doing can make your life infinitely easier.  Don't do everything yourself if you can avoid it.  Delegation is both useful for efficiency and necessary for managing your own stress.  Avoiding extra stress will help you keep a calm, organized mind while inevitably herding nerds.

Be forewarned that being head herald will be stressful no matter what you do to prepare.  You will inevitably find yourself under tremendous mental strain and you must fortify yourself for that before you even accept the responsibility of head heralding.

Get Fighting:  One of the more frustrating issues I encountered was getting the first bodies onto the field and swinging foam.  At a camping event, especially one that was a week long like Ides, by mid-event people tend to take their time getting out to the fighting field.  Once assembled on the field, there's another lag period while people gear up and start warming up.  The biggest challenge is then getting the first fighters on the field and swinging.  Often the first guys who step on will be from the same unit, and will often prefer to not be split up and made to fight each other.  There's an art to goading other fighters out.

My favorite tactic is to call out a friend of mine who's taking their time, someone with thick skin who can handle some good-natured ribbing.  Fighters around them will start grabbing their things, even if they were not directly addressed.

Balance Teams: This is a very tricky thing to do well, and requires constant vigilance throughout the day to maintain.  A primary reason why fighting each day starts with ice-breakers and two team battles is to allow heralds to properly balance teams before scenarios start.  Often this starts with placing one powerhouse unit on each side, then splitting the remaining units until numbers are almost even.  There are some additional aspects to consider when choosing who goes where.
  • Look at the number of poles and archers on each team; keeping them relatively even will do much for balance.  
  • Try to split top-level fighters evenly between the two teams; stacking one team too heavy can quickly erode the other team's spirit.
As the day goes on, try to pay attention when large groups of fighters leave the field for breaks.  Often a quick balance on the fly can keep things from going off-kilter.

Keep the Flow:  A day of fighting always has a natural ebb and flow.  Folks are limited by human needs (energy, food, weather) and having your fighting move with the flow of the day will help keep fighters engaged.  Breaks are always necessary, but there's a fine line between enough of a rest and too much of one.  If fighters are left on the sidelines too long, they tend to lose momentum.  You must make allowances for how hot and sunny a day is, the style of fighting that is being done (meat-grinders often require more rest between rounds), and the intensity of the fighters who are participating.  If fighters are charged up and full of energy, feel free to have much shorter breaks, or to have one fight flow right into the next to avoid momentum loss.  It is also key to set up the next scenario during the breaks, which avoids unnecessarily long stoppage.

Try to read the mood of the field when considering moving onto the next scenario.  If fighters are really enjoying themselves, consider rerunning a successful scenario.  However, try to avoid running a battle more than three times consecutively, as fighters will often burn out before they even realize it.

Actively Herald:  When I run fighting, a herald's prime directive is the safety of combatants.  I couldn't care less if everything else previously discussed turns out less than stellar, as long as avoidable injuries are kept to a minimum.  Heralds must be vocal, a quiet herald is a useless one.  Position some of your heralds near hard boundaries (if you have them) or important objectives.

Try to have experienced heralds whose opinions you can trust (especially at big events).  You need to be able to listen to them when they make a serious safety call, even if you didn't witness it.  Supporting those who support you (though not blindly) means that they'll feel more comfortable making difficult calls, a necessary evil.

Important safety issues to watch for on the field:
  • Archers and javelins not observing half-draw distance.  This is especially dangerous with new archers.  Constantly remind them of the rules, and if things feel like they're getting out of control, get serious.  At Ides, Saturday mid-day, I pulled every archer from the field and made them take a safety course when it became apparent there was a problem.
  • Red weapons being swung in an unsafe manner.  Discourage 12 o'clock shots, especially when they're being thrown in an uncontrolled manner.
  • Watch for broken arrows and remove them from the field as soon as they are spotted
  • Fighters who are bashing, rather than checking, legged fighters.

Dagorhir grows and thrives when fighting is kept controlled and clean.  It also lives and dies by the work of its volunteers.  If you'd like to help out and think this is something you'd enjoy, please volunteer at your home realm.  Fresh hands and ideas are always healthy.   Who knows?  You might discover the next great scenario or game!  Stay receptive to what your local fighters enjoy most in fighting and find new ways to present it to them.

Let's make this great game even greater!

-The Golden Lion

Sunday, June 21, 2015

Ragnarok XXX

Ragnarok.  it's the greatest week of your life at the end of the world.  Luckily, it happens every year.  Seven days of war and just as many nights of revelry.   This event has been incredibly important to me and many others over the years.  I've found lifelong friendships, shared beautiful timeless memories and one in a million experiences.  I want to share a few pieces of wisdom that might help you make the most of your Ragnarok, and I hope that those of you going this year have a shiny, golden time. 

First of all, drink fucking water.  Do it.  Drink lots of that shit and then drink some more.  Also, electrolytes are your friend.  They're what plants crave!

In the same vein.  Eat food.  You'd think this was self explanatory, but it's easy to run off adrenaline until you realize all at once that the tank is empty.  You'll be burning a ton of calories running and what not. 

Take it easy on the intoxicants.  Booze runs freely and it's normally poured strong.  Be careful accepting drinks from strangers, you never know what's in it.

Don't over exert yourself.  It's a long week and nobody wants to hurt themselves Tuesday and be forced to spend the rest of the week injured.

Learn everything you can.  This is a unique opportunity to learn from bad-asses from across the nation.  Stay humble and be a knowledge sponge.

Keep calm on the field.  Tempers flare far easier when the field has a thousand fighters on it.  Deep breaths, walk away.

Also remember that period drinking vessels are required outside of camp.  And no cars on site after dark.  None.

Each individual's Ragnarok expectations and experiences will be vastly different.  If you're looking for the complete fighting experience, there's 5 hours of day battles, 5 hours of night fighting and great weapon skill classes happening each day.  If you want to party, there's a big shindig happening nearly every night.  If you want to socialize, there's Dagorhirrim from all over the country waiting to trade stories and traditions.  The experience you have is what you let it be.  Don't be surprised if it's not exactly what you'd hoped for, Ragnarok is a magical place, it could turn out a million times better.   Don't forget to have fun!

Wednesday, February 25, 2015

Dagorhir Tournaments: Becoming a Complete Competitor


Tournaments are a tricky subject in Dagorhir. They are generally regarded as being unimportant to developing a fighter’s skill, and are rarely the centerpiece for an event or campout. Even Ragnarok has seen a downturn in tournament participation, with only a handful of units fielding fighters over the last few years. The perceived taint of cheating, whether factual or not, has kept many skilled fighters away; for fear of having a rightful victory ripped away by an dishonorable opponent. But, this year at Ragnarok, I witnessed a very clean, fairly well run tournament, and I'm hoping that it heralds the potential for change. I'm a competitive fighter and I crave the adrenaline rush that "fighting for keeps" evokes in me, so I've always loved tournaments; and I genuinely believe that tournaments can bring much to the style, flavor, and substance of our game.

     Simply put, skill sharpens skill. Granted, there's an element of competition to any form of foam fighting, but the game changes completely when only the victor advances. The adrenaline rush in a tournament is simply a different breed from an epic field or forest fight. The pressure to perform is much higher for each individual, and even in team tournaments, the failure of one can spell doom for the whole team. It forces a fighter to establish a "One Fight" mentality where your concentration focuses to a sharp point. I consider it a form of mental fortitude, the tournament mindset, and I find that fighters who are both exceptional on the field and in tournaments are more complete combatants and contenders.

     In Amtgard, the tournament scene is an institutionalized system that is handled very differently from Dagorhir. There are game sanctioned awards for exceptional performance in any number of areas, whose collection culminates in a knightly title. The most relevant to this discussion are Orders of the Warrior, which are given for exceptional tournament performance. Nearly every Amt event has a tournament of some kind, whether they are Martial or Arts and Sciences. This perpetual competition has created some exceptionally talented fighters and they're generally well known due to the obvious victor nature of tournaments. I'm not advocating Dagorhir adopting any of these ideas, but giving this as an example of the way it can enhance a game.

     There's a wide variance in the way that tournaments are run in regards to weapon classes, elimination style, and even heralding standards. The most important of these to the integrity of tournaments is the use of active heralding. Not only does this eliminate much of the ambiguity in tournaments by having multiple experienced herald/fighters watching the entire match from different angles, but also helps grow skill by recognizing weak points in your own game. Tournament heralds need to be comfortable and willing to call shots on even the most respected of fighters, with no favoritism shown at all. Consistently utilizing this style of heralding will do much to help the reputation of tournaments, and potentially Dag as a whole.

     I don't expect most fighters to care about tournament settings; but the fact that many top tier fighters avoid them says something about their current standing. If effort is expended to run better organized, cleaner, and faster tourneys, the average skill level across the country could take a leap. Consider running local tournaments, but keep in mind and emphasize the importance of sportsmanship and honor. Participate in them, and learn from the defeats you will inevitably be handed. Use tournaments as a way to gauge your current skill level, and help provide you with the hunger you need to improve across the board.

-The Golden Lion

Wednesday, February 18, 2015

Why So Serious? How to Keep the Mind Clear of Rage

This is a short article written by Mr. Dark (formerly known as Maeo), who is an old friend of mine, currently petitioning to the Brotherhood of the Falcon. He's always been a talented fighter, but has also suffered from a history of temper flare-ups. Here is a look into how one can temper their flames, even when they burn brightest, and even in those for whom the inferno threatens to consume them.

***

"At Wolfpack Opener I was not in a great mental place. I was moody, angry, and, simply put, looking for an excuse to go hard on someone.  Anyone at all.  Not quite the way you want to be at the first major Midwest event of the year.  Then a unit mate of mine struck me in the noggin.  Not on purpose of course, but a solid shot to the dome still instigates those fight or flight signals, no matter the reason.  The rage burned brighter.  So, I tossed my weapons to the ground and took a walk.

The freezing cold of Illinois gnawed on my flesh as I marched to the cadence of my self-loathing.  Christ.  I wanted to tear a fucker's head off.  The more I walked, the cooler my temperament became. The rage retreating deep into the recesses of my mind for warmth.  I found myself back at the entrance to the gym.  Feeling my in self-imposed exile was served (and tired of the bone-chilling winter of the 'nois), I returned to the event.  The battle I left was still going strong and my equipment lay in the center of the field where I'd abandoned them.  I slowly navigated through the sidelines of the field, holding my head high and my shoulders back despite the massive chip that still sat there.

I pushed my weapons off the field and began strapping on my gloves and picking up my shield. Then I noticed something.  Peeking through a door stood a gaggle of little girls, eyes wide and amazed at the chaos.  The most excited of the group (and presumed leader) spoke up.

"What are you doing?" she asked.

"Having a sword fight," I replied.

"Why?"

"Because it is fun."  I declared.

 In agreement the leader threw up her arms and her cohorts nodded.

"Does it hurt?" another asked.

"No," I replied and I handed the gaggle my club to inspect.  I explained the game as a massive pillow fight, which seemed to satisfy them.  Itching to return to combat, I waved good-bye and told them to enjoy their day as I went to rejoin the mock mass-murder.  The children's eyes returned to the field, no longer seeing chaos, but organized play fighting.

My day improved, having had to confront what I do and why I do it on its very simplest terms.  I believe that gaggle of girl children, dressed all in fluorescent pink and silver, were sent by the universe to remind me of that.  Sword fighting is fun.  All of it.  The beautiful choices of garb.  The Ferrari bright weapons. The fancy kung-fu footwork.  The over the top deaths.  The satisfaction of a surgically precise shot.  The shock of bone-crushing shield bashes.  The fun in all its forms.

Human beings have a way of over-complicating things.  It's in our nature.  Our brains are perpetual thought machines, and mind tends to steer towards the melodramatic.  If you ever feel yourself getting frustrated by this game (and if you are reading this, you are playing enough to where that is a certain possibility), do yourself a favor and take a walk.  Explain to seven-year-old-you how you grew up to be a warrior slaying kin on a battlefield.  And I dare you not to smile."


***

Anger is a problem that we all suffer from occasionally.  Nobody is perfect, and everyone has things that set them off.  The truth is: we're playing a combat sport.  There is always going to be the potential for anger and frustration, but it is very important to remember that you do this for enjoyment.  Sportsmanship must be maintained, even (or perhaps especially) against those we might not like much.  Every single person who stands on the field is out there to enjoy themselves, and nobody wants to go home hurt at the end of the day.

The game is about fighting, but it's the people who make the experience mean something.  If you find yourself frustrated or upset, remove yourself from the field before you hit your breaking point.  No good comes of continuing to swing a stick while your temper crescendos.  Folks don't want to fight against rage-beasts any more than they want to fight against cheaters, so don't be that guy/girl.  Take a walk, get some fresh air, and try to clear your mind before returning every time.  Even if you already have a reputation for a short-temper, it's never too late to change that.  Make a special effort to treat others on the field exactly the way you'd want to be treated.  Accidental head shots happen in both directions, and I'm sure you'd rather not have every single person you accidentally hit in the head blow up screaming at you.

I personally have made special effort to curb my own hotheadedness, which used to be a defining feature of my attitude and fighting long years back.  In fact one of my apprentices tells me that his earliest observations of my shouting and anger left him with as strong an impression as my skill.  But I wanted the game to grow healthily, and so I made a promise to myself to try harder to rise above the hate.  For each person who manages their rage, there's another person whose good time won't be dragged to a halt.  Fight hard, but fight clean.

-The Golden Lion

Monday, January 26, 2015

Reigniting the Spark

      For many Dagorhirrim, as the years roll by, foam fighting becomes less like a hobby and more like a lifestyle.  Friendships, bonds, and a love of the game brings folks out for decades.  Even after taking long breaks and having drastic lifestyle changes, many people find themselves pulled back into our world.  How can someone extend the life expectancy of their Dagorhir experience and continue both having fun, and keeping the thrills fresh?  Here's a couple ways that you can use to reinvent your game experience.

Don't Expect the Past to Repeat:
      Sometimes you just get a perfect storm of personalities and conditions.  Everyone gets along beautifully, everyone is motivated to improve and people's attendance is strong.  These Golden Ages can galvanize an entire region into building itself up, or fuel the establishment of well-attended large-scale fighting events.  But people grow older and life happens.  Some folks will start families, some will move away, and others will just slowly and silently fade into the noise, never to be heard from.  As fantastic and inspiring as these golden ages can be, when they pass, they can leave a vacuum in their place.  Like a train forced to slam on its emergency breaks from full speed, the absence of the leadership that prompted the explosive growth can cause a drastic shift to the opposite of the spectrum.  Dagorhirrim become accustomed with their group's idealized dynamics, and without a smooth and measured leadership transfer, there is a high chance of a period of stagnation.  When things are too perfect, everything that follows can seem bleak in comparison.  Newer members who only ever knew a period of strong, careful leadership, and pristine organization, may not know how to react to the new way of things.

      Even within a single unit's evolution, there will be points in time which each member considers the "Best of Times".  The most important thing to remember is that this game is what you make of it.  Constantly reminiscing and comparing your current situation to past glories is a sure-fire way to become discontent with your status.  Meet new faces and personalities, and let them influence your game experience in a positive, open-minded manner.

Embrace the Entire Game:
      If you've spent your entire 5 years fighting being a pure-stick jock, and find yourself bored of Dagorhir, maybe it's time for a change of pace?  The game is a multi-faceted jewel, and there are many different ways to enjoy it.  You could explore the worlds of crafting, fashioning fine arms and armor, or elegant garb.  You might find it enjoyable to participate in Bardic competitions, or flesh out your long-neglected character into a story-tale hero or villain.  Or perhaps you've done everything but take fighting seriously?   When treated like a martial pursuit it can be very fulfilling.   Attend some practices!

       How about trying something that's new for you in the game?   Come up with ideas for new games to play, battles to fight or events to  run.   Mix it up and try different weapon combinations,  or fight with a less than ideal setup.   Try to attend more out of state events and meet new people across the nation!   There's a thousand ways to enhance your experience, you just gotta be willing to put some thought and work in.

       Dagorhir can be as much or as little as you want it to.   What you receive from the game is a product of the effort you put in and the people you surround yourself with.   If it's not working for you, try to change the variables.  It's your free time, you should enjoy it.

-The Golden Lion

Wednesday, December 31, 2014

A Game of Units

With a couple exceptions, the world of foam fighting is comprised of groups of brothers and sisters who unite to wage war against their foes.   In Dag and Bel we call them units, in Darkon countries, and in Amtgard companies.   These in-game organizations are forged from ties of friendship, location, or common goal.  But they tend to bleed out from inside the game itself, and for many become their out of game family and friends as well.  We spend countless hours in fields with them, wielding arms in concert, and countless nights around campfires talking game or life.  Some times they bring us great joy and pride, others great consternation or dismay, but they nearly always help shape who we become; both in-game and out.

      When I first joined the game, I fell in with the group closest to me, as was convenient for a 17 year old reliant on parental transportation.  Caledonia they were called, a somewhat ragtag group of misfits who were far from renowned for their field prowess.  But I didn't know it at the time, and I simply didn't care.  I was entranced by this new world, and these friendly, welcoming faces were the  best thing that could have happened to me.  Another thing that I was blissfully unaware of was that most of these players were in their twilight.  They were mostly insular by awkwardness, and had lost most of their fire for the fight.  But they lent me weaponry, allowed me to stand with them at day battles and even as they stopped attending soon after, they lent me their entire arsenal for me to beat my friends with.  I loved the game so much.  So it was particularly painful when I shattered my kneecap at a local 4 Horseman tournament mere months after starting to play.

      I strayed from the game for a time, mostly immersing myself in video games as I healed and rehabilitated.  The hiatus extended for a couple years, not for any reason in particular, but just due to a sudden onset of disinterest.  But, as ever for me, the yearning eventually returned.  It brought me out one fall to the fields of the Guard's practice, once again the closest unit to me at the time geographically.  The Guard is a very welcoming and unique unit, full of vibrant personalities who love to explore the sillier and flurbier aspects of Dagorhir.  Under the command of Graymael, the Guard has existed for decades and though they're rarely considered a martial force to be feared, they certainly have some skill.  More importantly, I think the way that the Guard approaches the game helps foster newer fighter's love for the game.  They're easily one of the most noob friendly groups I've ever encountered, and even the fighters they raise who decide they are taking the path of the stick-jock are given an appreciation for the finer, gentler aspects of our world.

      My first ever campout was the first Ides of March which took place 13 hours away from home on a windy horse-farm in Georgia.  This was a particularly formative event, as I met the questionably outstanding crew of the Senegal's Finest, a decently sized pirate unit based out of Eryndor in Michigan.  These kids had also made a ~13 hour trip down from their frozen homeland to swing sticks in green grassy fields, and I instantly felt at home with them.  I also became acquainted with a young Sons of Tara, from Albion in South Carolina, a group who I adore and who continue to be one of the most skilled units in the game.  The Senegal's fought hard and intense, with a novel pack ferocity that dominated the field at Ragnarok for a year or two in their prime.  I fell in love and spent considerable time bonding with them at the following Ragnarok.

      They started asking me to join soon after, without regard for the vast distance that separated my home realm from theirs.  I resisted for a while, feeling torn about leaving my friends in the Guard,  but eventually the lure of a younger, hungrier unit could no longer be denied.  The leaders at the time were Captain Evias and Captain Sindaric, both respected fighters and charismatic personalities.  They generally kept the peace and the crew continued to grow in strength and size.  I ran hard with the Senegal's and in our golden days we were deadly.  So very deadly.  In many ways it was a perfect storm, Many of the top fighters from the Senegal's Finest were amongst the top fighters in the game at the time.  And several of them still continue to wreak havoc to this day, though under other new colors and symbols.   Eryndor's style of fighting was very aesthetically pleasing, placing form over function, and it bled heavily into my personal fighting style.

      For a time I often traveled up to Michigan to attend Senegal's events, but it was still hard at times to be a integral part of a group that was located so far from me.  They hung out on the regular, and while they made serious effort to try and include me when they could, I was still always 10 hours away.  After a few beautiful years, real life and drama ensued.  I was somewhat removed from everything that happened, always learning about things second-hand, but it changed the make-up of the unit permanently.  The captains were removed from command, and in response they left the unit.  While there are still some skilled stick fighters in the Senegal's Finest, those events certainly triggered their fall.  They're looking to rebuild, and aim to reclaim their former strength.  I stayed with the Senegal's until a few months ago, mostly selling my skills as a mercenary when I traveled, though always signing in as Senegal's Finest.

      Very recently I decided to join a local unit named No Quarter!, who is based out of the DC/Baltimore/NoVa areas.  They're a tight-knit gang of well-dressed stick jocks, who hold themselves to a high standard both in appearance and in combat.  I've spent years hanging out with them outside the game and think that they're a great fit for both who I am, and what I'm looking to get out of the game in the future.  They have no leader, and everyone who is a full member has an equal voice in decisions that are made.  I'm incredibly happy about my decision to join them and hope my future with them is filled with bloody days and shiny nights.

      There are a huge variation of unit types and styles out there.  I think units help a fighter develop in many different ways, but there's also no hurry to force yourself into a unit.  It's important to find one that is a good fit for your personality and how you enjoy the game.  Many fighters stay close to the game because of a good group, and many leave for a lack thereof.  Maybe you're looking for a peer group of a similar skill level, or perhaps you're seeking a group of older vets to show you the ropes?  Do you want a family environment or a rowdy party scene?  There's a unit out there for nearly everyone, but on the off chance that there isn't, you can always make your own.  Though keep in mind that starting a unit is a huuuuge undertaking.  You need to be able to motivate a group, maintain order and attendance, dissuade drama and maintain an image.  Definitely a venture that would benefit from the leadership and experience of a game veteran.

       Units help make the game what it is.  Choose carefully, but without arrogance.  Take pride in your colors and your family.  Learn everything you can.  And let your unit help you become the best you can.

-The Golden Lion

Thursday, December 18, 2014

Review: Gorg-Tech :: Min-Red and Blue Swords

         I've handled many weapons over the years and broken many of them on the bodies of my foes, but I recently decided to make the switch to the weapons crafted by Gorg the Blacksmith, a full-time weapons crafter based near Jacksonville, Florida.  Gorg takes a new approach to foamsmithing, approaching it much like the famous gun manufacturer Glock, whom are well recognized for perpetually redesigning and improving even the smallest parts.   He’s constantly improving his techniques, and testing new materials and designs.  He’s a consistent, timely and honest business man who’s committed to providing consistent quality and amazing value.  If you can’t tell, I’m a bit of a fan of Gorg, and not just his amazing beard.  I think he’s on the fore-front of mass-market weapons technology, and it doesn't hurt that he’s an awesome person to fight and work with.  

        Here are my reviews for the weapons that I've gotten from him recently, and I’ll put out new reviews as I get swings in with other pieces of his arsenal.  I’d like to note that in the last 6 years of red-fighting, I’ve had to replace the blades on my swords approximately every 3 weeks during peak fighting season.  These weapons have already lasted me long past my normal re-blade time and are as almost as perfect as the day I got them.  For most fighters a sword's lifetime could be upwards of a year with heavy use.




Minimum Dimension Red Sword:  (49” Long)  ::  The min-red is my signature weapon, and by far the weapon that I've handled in my hands the more often than any other.  It’s a dueling weapon, and the perfect weapon for training to use longer red weapons.  As someone who’s extremely particular about his weapons, I was a bit hesitant switching to Gorg's min-reds.  But after receiving mine at Winter War and putting my customary tennis grip on it, I absolutely fell in love.  Everything about Gorg-Tech screams quality.  The foam is cut evenly and consistently, the tape is exactingly applied, and when he needs to, he applies multiple layers of Dap.  It’s low-profile allows for exacting slots chops and pocket stabs, and it comes alive and responsive in my hands.  The bottom of his handles is thick, made to allow for easier one-handed sniping, but also providing a nice solid grip for one-handed blocking.  A very complete weapon.




Matching 32” Blue Swords ::  While I may not be known for my Sword and Board or Flo fighting, I spent my early formative years as a boarder and I've also spent considerable time practicing my dual-wield in the past few months.  To improve, I decided that I needed a good pair of sticks, so I immediately went back to Gorg.  The swords I received from him are absolutely fantastic, and I've only handled a few weapons that match the way they fit into my hand.  They feel like Amtgard sticks, but deliver solid chops, snaps and flat wraps.  The way they’re balanced they can either be wielded further down near the pommel giving maximum range or even choked up near the blade, where the striking-surface become an extension of your hands.



Gorg-Tech Hammers ::  I spent a few hours playing with one of these at Winter War, and for those of you that have been looking for a hammer to complete your kit….. Man these things are an extreme amount of fun.  It handles like a mass weapon, complete with satisfying thuds when you make good contact.  They are balanced well considering that they’re hammers, but require some skill to range properly as your striking surface is a mere 6.5”long.  Acquiring one of these hammers is super high on my wish-list.

         As someone who’s been fighting for many years competitively, the introduction of functional, durable stabbing tips has given my game so many new dimensions.  That’s one of the big things that attracted me to Gorg’s gear.  He does stabbing tips better than any other weapon manufacturer in the game.  It also doesn’t hurt that his amazing wife Lady G makes some fine weapon covers (including custom ones!)  I’m happy to support Gorg, and I’ll definitely be giving Gorg my business from now on.

-Exo, the Golden Lion