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Author: Andrew Zimmerman Jones

Andrew Zimmerman Jones is the Physics Guide at About.com and author of String Theory for Dummies. His work, which includes fiction as well as non-fiction, has appeared in Black Gate, Pink Floyd and Philosophy, Heroes and Philosophy, Abyss and Apex, and various other publications.
More From Pathfinder’s Lost Omens Setting

More From Pathfinder’s Lost Omens Setting

Since Pathfinder Second Edition is a complete revamp of the Pathfinder rules system, they have balanced supplement releases that focus on the rules with those that provide Second Edition expansions of their Lost Omens setting on the planet of Golarion. That setting has been explored in depth by Paizo for over a decade, in supplements for D&D 3.5 that predated the release of Pathfinder First Edition, so they have a large foundation to build upon with new setting material for Second Edition.

While some of those – like Lost Omens: Gods and Magic and the Lost Omens: World Guide – have had a lot of mechanics that can be incorporated into game play, their main focus is narrative, providing setting information that Gamemasters can use in planning out a story set in the world of Golarion. Their two most recent supplements in the Lost Omens line have focused a bit more on the narrative.

In Absalom: City of Lost Omens (Paizo, Amazon), the emphasis is on a single city. The “city at the center of the world,” Absalom is the largest, most cosmopolitan city in the entire Lost Omens setting. A variety of adventures and scenarios have been set there, including the entire Agents of Edgewatch (Paizo, Amazon) adventure path, so there’s no shortage of previous material for them to draw on in this 400-page tome about the city.

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Galactic Magic for Starfinder

Galactic Magic for Starfinder

Since its inception, Paizo’s Starfinder RPG has been a science fantasy game. The deep melding of magic, science, and technology is built into the setting from the foundation, and classes like Technomancer and Witchwarper really exploit a mystical connection with scientific and technological knowledge. One of the major deities, Triune, is deeply tied artificial intelligence and computer technology. Many of the rulebooks released for the series have included magical devices and new spells.

Despite all of the emphasis on magic, though, Starfinder has not previously had a supplement fully devoted to magic. They’ve had a variety of technology-focused supplements like Armory, Starship Operations Manual, and Tech Revolution.  (Tech Revolution, it is worth reminding people, introduces mechs into the game. Seriously, look into it.)

The drought of magical supplements finally ends with the recent release of Starfinder: Galactic Magic (Paizo, Amazon), which sets the stage to add mystical flavor to the game.

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Guns and Gears in Pathfinder Second Edition

Guns and Gears in Pathfinder Second Edition

I recently covered Pathfinder‘s exploration of the magical arts in my review of their Secrets of Magic rulebook. At the more physical end of the spectrum, the Guns and Gears supplement explores the role of firearms, clockwork devices, and other forms of impressive technology from the Pathfinder world, including the introduction of rarer classes into Pathfinder Second Edition: the Inventor and an update on the Pathfinder classic Gunslinger class.

With this book, they’ve definitely recognized that these two mechanical systems are in many ways very different, and might have very different audiences. While some might want a character to walk around with a gun, they aren’t interested in going full steampunk (or even clockwork punk) by incorporating this level of technology into the game setting on a regular basis. On the other hand, a player might want the technological aspects of steampunk, but feel that the firearms themselves don’t fit with their play style. As such, they book really splits these two sets of rule systems apart, so you can use the portion of the book you want to as see fit, or adopt all of these rules for your game.

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Diving Deeper into Pathfinder‘s Secrets of Magic

Diving Deeper into Pathfinder‘s Secrets of Magic

Magic is the cornerstone of a fantasy roleplaying game (although a good strong sword and armor usually helps). While over the years since it’s release Pathfinder Second Edition has had no shortage of emphasis on magic, from the classes, spells, and items contained in the Core Rulebook to those in the Gods & Magic supplement and the Advanced Player’s Guide, their release of Secrets of Magic really represents the most significant exploration of magical systems within Second Edition Pathfinder to date. In addition to the various magical systems and spells, this book provides two Pathfinder classes from First Edition, reworked for Second Edition: the Magus and the Summoner.

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Starfinder: Galaxy Exploration Guide and Tech Revolution

Starfinder: Galaxy Exploration Guide and Tech Revolution

Back in September, I made it back to Gen Con. It was different in so many ways after the year off from last year. First, and perhaps least significant, it was in mid-September instead of the beginning of August. On the personal level, it was extremely different because I was there as a game designer, playtesting my new card game design, Eureka Science Academy, in the First Exposure Playtest Hall (a profoundly unfortunately-named place to hang out during a global pandemic). Normally, I’m there on a press pass, and my goal is to get exposed to as much new material as I can to share with the Black Gate readership.

On top of all of that, though, it was profoundly different because most of my favorite game companies weren’t even there. No Paizo. No Privateer Press. No Fantasy Flight Games. No Asmodee. No Looney Labs. No IELLO. Instead, these companies took their Gen Con presence online this year, and Paizo had a particularly robust selection of online content.

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Werewolf: The Apocalypse Brought to Digital Life in Earthblood

Werewolf: The Apocalypse Brought to Digital Life in Earthblood

For a solid year in college, every Saturday morning, a group of us would gather together in a friend’s dorm room and play Werewolf: The Apocalypse. This roleplaying game wasn’t made up of your traditional fantasy werewolves, no. In the dark and contemporary setting of Werewolf, the shapeshifting Garou are an ancient lineage of warriors that fight to defend Gaia, the embodiment of nature itself, from being despoiled by both corrupt influences of decay and stagnant modern technology. Your enemies were multinational corporations and corrupt demonic entities … often working together to ruin the world.

As a game where characters can transform into hulking figures of muscle, fang, and claw, it leaned a bit more into physicality than I generally go for … but there was a strong spiritual aspect to the game, as well, which did well to balance the physical. The Garou weren’t just there to kill things, but to restore a natural balance and harmony. The world was spiritually off-kilter, and the Garou were here to wrench it back into harmony … even if a lot of people had to die in the process.

Which leads me into the most recent incarnation of Werewolf, released today across a variety of gaming platformsWerewolf: The Apocalypse – Earthblood. This game definitely brings together the most crucial thematic elements of the Werewolf setting together with exceptional design and playability, into a package that’s well worth it, for both old fans of the genre and players new to it.

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The Many Worlds of Dungeons & Dragons (Fifth Edition, that is)

The Many Worlds of Dungeons & Dragons (Fifth Edition, that is)

When I began playing Dungeons & Dragons as a teen in the early 1990’s, my initial few games were played in homebrew worlds of the Dungeonmaster’s creation. And, while this has always been a popular part of Dungeons & Dragons, it wasn’t long until I became enamored with the established worlds that were officially sanctioned and supported by setting materials, nor was I the only one. These worlds have been the setting of countless adventures throughout the decades.

For me, the first D&D world I fell in love with was Krynn, the world that is the basis of the Dragonlance storyline. The first trilogy of novels that introduce the world, Chronicles, is a solid adventure, but I could at times almost feel the dice rolling in the background of the combat encounters. The follow-up trilogy, Legends, has a completely different feel, with a much deeper and personal storyline, time travel, complex morality, and an overall that I was surprised to find in novels that were in a tie-in series. I’ve since read some great tie-in literature (see, for example, my reviews of the Pathfinder Tales novels by James L. Sutter, Death’s Heretic and The Redemption Engine), but Legends continues to stand out. And, in terms of adventure, the unusual Dark Sun setting made for some of the most memorable adventures of my teenage years.

These settings were released in AD&D 2nd Edition in the form of setting boxes, with adventures and rulebooks that gave the specific information needed to design characters and campaigns. The current edition of Dungeons & Dragons hasn’t begun releasing similar setting boxes, but they have released supplements spanning a variety of gaming worlds … though not spanning all of their traditional worlds (yet!).

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The Season of Gaming: Pathfinder

The Season of Gaming: Pathfinder

Since its release at 2019 GenCon, the RPG Pathfinder Second Edition has been growing in popularity. With a character creation system that allows for immense character customization, it has won over many converts among the scores of existing fans of the game’s first edition, even with all of the difficulties involved in getting those fans together to play the game during a global pandemic.

It’s worth a quick recap of what Paizo has put out to support and expand this game in just a little over a year:

You can get the harcopies of these gaming resources through pretty much any game shop, but digital copies (as well as the hardcopies) are available directly through Paizo.com. If ordering Paizo products – including First Edition Pathfinder, Pathfinder Adventure Card, or Starfinder products – through their website, there’s a one-time promotional code of “holiday21” good through January 17, 2021.

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The Season of Gaming: Star Trek

The Season of Gaming: Star Trek

There has been something of a Star Trek television renaissance in recent years. Ranging from the all-too-near future (first contact with the Vulcans is slated to take place in 2063, after all) to the far distant future, the ever-growing setting provides ample fodder not only for new episodes and storylines, but for gamers who want to experience the universe by diving into the setting, there are a variety of different games that offer different levels of engagement with the themes of the show. And ones which, if you’re looking for a game to play while in lockdown with family over the holidays, might do the trick … particularly if your family consists of Trek fans.

One of the more curious Star Trek games I’ve run across was the Ferengi-themed sales game Star Trek: Galactic Enterprises, a card game where you spend bars of gold-pressed latinum in an effort to corner the market on a given product. There are of course the various games that are just re-skins of existing games that incorporate elements from the setting, like Star Trek Monopoly, various editions of Star Trek Fluxx, Star Trek Risk, and even Star Trek Catan.

But beyond those games, there are some which delve much more deeply into the concepts, alien species, and lore of the Star Trek universe to provide a more immersive gaming experience, boldly going where no game has gone before.

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Warcaster: Neo-Mechanika – Miniature Future Science Fantasy Wargame

Warcaster: Neo-Mechanika – Miniature Future Science Fantasy Wargame

Warcaster_MarcherWorldsLast spring, I spent some time discussing the Kickstarter for Privateer Press’ new game, Warcaster: Neo-Mechanika. The game is something of a spin-off from their popular Warmachine miniature wargame, which allows players to field an army that includes hulking metallic warjacks. Warcaster is set thousands of years in the future, in a distant galaxy, where human refugees from the Warmachine setting have set up home, technologically advanced, populated the galaxy, and, not surprisingly, found new and more impressive ways to kill each other.

To get you up to speed on the setting, the game is played in battles of armies composed of three different factions that have ample reasons to fight against each other:

  • The Iron Star Alliance are the troops representing the major government in the Warcaster galaxy, the towering monolithic empire that is seemingly necessary in any sort of space opera-style setting. They’re not necessarily evil, but they like order, and they exist to enforce that order.
  • The Marcher Worlds is a loose ragtag group of independent worlds that resists the order the Iron Star Alliance seeks to impose upon them. If you’ve watched Firefly, these would be the equivalent of the Browncoats that Malcolm Reynolds fought for.
  • The Aeternus Continuum represents a darker faction of human society, a vast cult of pirates and murders that is banned across both the Iron Star Alliance and the Marcher Worlds. They are dedicated to a form of techno-necromancy that seeks to use medicine and sorcery to grant immortality to their leaderships.

That initial Kickstarter has been fulfilled, with a surprising amount of speed given that their production facilities had to deal with a pandemic lockdown for COVID-19. I’ve now had the chance to play through the game several times, to develop some more detailed thoughts on the game … and let you know about their next plans for the game, including a current Warcaster: Collision Course expansion Kickstarter that ends at 3 a.m. Eastern Time on Friday, November 6. You can buy any of the factions’ existing or new products through the Kickstarter, but they’re also available through the Privateer Press store or your local game store.

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