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GenCon 2009 Report #2 … and Free Epic Fantasy Fiction!

GenCon 2009 Report #2 … and Free Epic Fantasy Fiction!

The first day of GenCon is over and done with. I’ve made it along one and a half walls of the dealer’s room, a massive space in the center of the Indianapolis Convention Center. I seriously believe that the dealer’s room is about the equivalent of half a city block in size, all of it open and full of vendor booths. For those who have never been, GenCon is the major event of the gaming industry, with vendors representing game developers of all stripes – role-playing games, card games (classic, collectible, tradable, etc.), electronic/video games, board games, dice and gaming supply companies – as well as authors, artists, musicians, media personalities, and so on.

For our purposes, of course, the interest is on the adventure fantasy folks, and they are out in abundance this year. I’ve already spoken a bit about the Catalyst Games people and their Shadowrun and CthuluTech lines. Another of my favorite settings is Privateer Press’s Iron Kingdoms, which I’ve reviewed previously in the pages of Black Gate (see issues 10 & 12). With the switch to new fourth edition rules for Dungeons & Dragons, the Iron Kingdoms steam & sorcery line (which is based on the d20 system utilized in 3.5) has been mostly on hold, except for supplements provided regularly in the Privateer Press magazine, No Quarter. I was told that there are plans on the drawing board to continue this line, possibly with a proprietary mechanics system. It sounds like this is very much in the preliminary phases, though, so don’t hold your breath. For now, the only new Iron Kingdoms setting or RPG material that looks like it’s on the horizon will be through No Quarter.

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Speaking of Dungeons & Dragons 3.5, it lives on in the form of Pathfinder from Paizo Publishing, this game represents an “evolution of the 3.5 rules set of the world’s oldest fantasy roleplaying game.” This monster rulebook is a brilliant marketing tactic, giving those who dislike D&D 4th edition something to spend their money on so that they can keep playing in the system they grew to love. I’ve personally not played with the 4th edition rules, but I really liked 3.5 and have heard negative things about 4th, so am pleased to see the 3.5 rules system is alive and well in some form, at least.

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On to Hollow Earth Expedition, a game from Exile Game Studio that was reviewed in Black Gate issue 12. Hollow Earth utilizes their own proprietary rule system, the Ubiquity Roleplaying SystemTM – which “emphasizes storytelling and cinematic action” (according to their website). The rules are easy to follow, as you play a pulp hero who is performing a Jules Verne-style exploration of the center of the Earth, which contains Nazis, dinosaurs, native peoples, and other strange monsters. In fact, the system is adaptable to a variety of pulp scenarios, with a recent sourcebook, Secrets of the Surface World, allowing for adventures that take place entirely on the surface as well, with mad scientists and secret societies right out of the pages of the pulp magazines. A forthcoming supplement will add to the possibilities by presenting Mars as a campaign setting, allowing for planetary romance genre adventures as well.

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The Ubiquity Roleplaying SystemTM is also being utilized by Greymalkin Designs, LLC’s game Desolation, a post-apocalyptic setting … except that the world that’s been apocalypsed is a traditional high-fantasy world, complete with magical races, powerful sorcerers, and mystical artifacts. The apocalypse took the form of a “Night of Fire” which killed 90% of the population, followed by “The Long Winter” during which many others perished. You play one of survivors and hopes to continue surviving. (The first supplement, which adds new orcs, goblins, and kobolds as player races, along with other additions, is in fact called Desolation: Survivors.) Not only are magic users now scorned because of the belief they caused the cataclysm, mystical energies have become so disrupted that magic itself does not work right, and errors in casting spells result in physical damage manifesting back on the magic user. The series’ tagline “High Fantasy, Brought Low” certainly seems appropriate … and inviting.

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Finally, since this is a magazine of fantasy literature, I figure it would be nice to direct everyone to some free reading material, courtesy of new author Maxwell Alexander Drake. He’s been able to get a publisher to agree to start him out with an astounding 6 book epic fantasy series called the Genesis of Oblivion saga, and the first volume, Farmers and Mercenaries, is now available. Drake is so confident of his abilities that he’s offering the first four chapters of the book for free online (you don’t have to sign up for his mailing list to get the free sample). I’ve read the first few pages and, while I can’t say I’m hooked quite yet, I’m interested enough to keep reading the full sample and see if it hooks me. Book two, Siblings and Rivals, looks like it’s due to be out early next summer.

Gen Con 2009 Report #1

Gen Con 2009 Report #1

Welcome to the Black Gate GenCon report. My wife and I knew we were entering the looking glass when, on the walk from our parking lot to the Indianapolis Convention Center, we saw a Crusader, 2 Ghostbusters, and guy (or gal) in a white wolf costume … and, oh yes, the women in corsets. Upon our arrival at 9:30 am, the line wrapped around the block, but fortunately we didn’t have to stand in it. For us, it was straight to the Press Room and, within minutes, we were ready to Con.

This is my fourth GenCon and I’m probably close to the double digits on conventions in general, so it’s not an unfamiliar sight to me. My wife, on the other hand, still lives in … well, maybe not fear, but at least mild anxiety. There is a limit to the amount of furriness she can handle in a person, and it comes just shy of white wolf costumes on a sunny summer day.

Fortunately, GenCon has a track of activities “for the better half” – gaming widows and widowers who are dragged along to these events. One of today’s “better half” events – create your own critter. Unfortunately, we arrived a bit late for that activity, so we will leave the event critter-less. We did, however, see this beautiful rendition of the Magic: The Gathering card “Serra Angel,” but they wouldn’t let us take it with us.

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I’m a big fan of the writing seminars , but once we got through our first one (on pitching to game companies) we went into the dealer’s room. Right off the bat, we come into the Catalyst Games booth. There, the kind exhibitors inform me that it’s the twentieth anniversary of Shadowrun … a game which indirectly led me into meeting my wife, so I’m a big fan.

As part of the twentieth anniversary, Catalyst has released a Seattle city guide, Shadowrun: Seattle 2072. The book is slick, to say the least, filled with superb full color illustrations. They’ve also released a full color version of the Shadowrun 4th Edition: Core Rulebook in honor of the twentieth anniversary. The rules are still 4th edition, but if you like books with great full color illustrations, this would be a good volume to add to your collection even if you already have this edition.

Their release at the convention is an adventure module, Dusk: Dawn of the Artifacts I, which is the first in four short adventure modules that will quickly get you into the action of the game, as you search for lost mystical artifacts. The developer anticipates a new module every couple of months, followed about three months later by a fifth book, this one a full campaign book … so that’ll probably be out in about May 2010 or so, if the math comes out right.

I also learned about Catalyst Games’ CthuluTech game, a future Lovecraftian dystopian game, where the secret to unlimited energy has triggered the attention of Cthulu-style dark gods. The developer treats it very much like an “open source” concept, because he’s providing a basic structure that can be utilized in a massive number of different ways, from a mercenary-style military campaign to a more traditional Chthulu occult investigator style … or you can load up a demonic being with battletech and jack in to run it directly through neural link.

So that’s my first report, folks … on to the next booth.

GAMA Trade Show 2008 Report

GAMA Trade Show 2008 Report

By John O’Neill

 

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Every year the game industry gathers at the Game Manufacturers Association (GAMA) Trade Show in Las Vegas, Nevada — the industry’s biggest and longest-running trade event, where publishers showcase their most exciting upcoming products for retailers and other insiders. It’s the place to be to see the best and most innovative new science fiction, fantasy, and hobby games — including board games, miniatures, role playing games, collectible card games, and much more.

This year Black Gate publisher and editor John O’Neill walked the floor of the exhibition hall, talking to over fifty companies set to launch a wide variety of fantasy titles, including the giant-monster themed collectible miniatures game Monsterpocalypse from Privateer Press, post-apocalyptic slug-fest Dust Tactics from Fantasy Flight, Wizard’s Gambit from intriguing newcomer Gryphon Forge, and his personal favorite: CthulhuTech from Mongoose Publishing, which pits mighty Cthulhu against giant fighting robots, 100 years in the future.

Read on for John’s extensive report on the very best fantasy games of 2008!

Read More Read More

Pulps and Submissions

Pulps and Submissions

Windy City Pulp and Paperback Con

kigorTwo weekends ago I headed up to the Windy City Pulp and Paperback convention and spent some time with John O’Neill, John Hocking, Eric Knight, and Morgan Holmes. It was a pleasure to see them again, and to meet in person a number of folks I’ve only ever corresponded with, not to mention chat with David Smith and Steve Haffner and a number of people I only bump into at the con.

The chief draw of the con for me is the companionship among like-minded people; the ancient magazines and paperbacks (hardbacks too, although I’ve never purchased any) are really just an excuse. That said, I did walk away with a number of minor treasures, amongst them some Ki-Gor tales from Jungle Stories.

I was introduced to the glories of Jungle Stories just a few years back courtesy of first Andy Beau and then some enthusiastic further recommendations from Hocking and Morgan. Ki-Gor was written by a house author, meaning that his exploits were written by any number of authors but all credited to the imaginary John Peter Drummond.

As a result you can probably anticipate, correctly, that the Ki-Gor stories are a mixed bag. The worst of them are the most vile pulp writing you can imagine. But the best of them are written in a frenzy of glorious purple prose. Hocking has described these good ones as sounding a lot like they are Tarzan stories as written by Robert E. Howard or Mickey Spillane, and I’ve found that description apt. Of the thirty or so I’ve read now a little over a dozen are pulp gems. By gems I mean they’re outrageous adventure romps turned up to 11, with great action scenes, monsters, menaces, voodoo queens, dinosaurs, walking zombies — all the stuff you expect to find when you first hear of pulps and rarely encounter — for in reality the majority of pulps are pretty banal and not nearly as exciting as their covers

After we dug through the stacks of treasures, many of those I mention above retreated to the Black Gate inner sanctum high above downtown Chicago. There we relaxed in leather chairs, surrounded by wall-to-wall bookcases stuffed with rare volumes, collections of Planet Stories, Astounding, Weird Tales, If, and other legendary magazines, naturally interspersed with busts of Clark Ashton Smith, Robert E. Howard, Leigh Brackett, and other legends (Steven Silver and Eric Knight had to bow out, alas, as they had tickets for the opening night of Damn Spot! the new Shakespeare musical.)

Submission Updates

The last two weeks involved two long trips up north, and I’ve fallen behind with reading subs as a result. I resumed reading a few days ago and am into middle-to-late 2006. John and I are both working through the accumulated subs for the next few weeks before we turn all attention to getting issue 11 out the door.

Reviews

The first review of Black Gate 10 came in, courtesy of Sherwood Smith at Tangent.

And in case you haven’t yet noticed, the updates at the Black Gate web site are now going up one a week, courtesy of the talented and efficient Leo Grin. This last week we uploaded a review of Imaro and The Children of Hurin. Stay tuned for many more articles and interviews.

Howard