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Beware of Greeks Bearing Gifts (and giant wooden horses. I mean, seriously!)

Beware of Greeks Bearing Gifts (and giant wooden horses. I mean, seriously!)

The story of Troy has been my favorite myth since I was a little kid. Greek mythology is far and away my favorite (Norse is a distant second), and I used to check Bullfinch’s out of my grade school library and lug it home. That was a relatively big book. I have my own copy now, of course.

The worst part, is I always root for the Trojans. It never ends well for them. If they had just listened to Laocoon. Though, Athena definitely made that a dangerous proposition…

I’ve used a couple names from Thieves World over the years, in various online RPGs. But hands down, the Iliad has been my main source. Hector, and some variation of Astyanax (I prefer it with more ‘N’ or ‘X’, has far and away my favorite names for fighters (especially paladins). I’ve used a few others, like Penthesilia, Cassandra, and Deiphobus (Helenus just doesn’t work for me).

Way back in pre-Windows days (I think), there was a really cool computer game that included a Troy section. I think you were Jason with his Argonauts, roaming the world. Age of Empires II (man, I played the heck out of that) included a Troy campaign (except I had to sack Troy. Sniff, sniff). There’s a Total War: Troy (kind of a scaled down TW game) that I don’t have yet. You might have read over the past couple weeks that I’m a huge Total War: Warhammer I/II fan.

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Looking Back at RTS – and Myth: The Fallen Lords

Looking Back at RTS – and Myth: The Fallen Lords

So….one of the rabbit holes I periodically jump down is Total War: Warhammer II. That’s easily my favorite in the Total War series (I played a boatload of TW: I as well. You can use units from I, in II, in some campaigns, which increases the utility of the first game. I appreciate that.

I struggle with the first 15-or-so turns, and frequently abandon a new game, pick another faction, and try again. I like playing different factions, so that’s fine. Also, I often plateau around 70-75 turns, and start a new game as well.

I reinstalled TW: I and II last month and have been playing again. It’s been fun. After a half-dozen false starts, I’m having one of my most successful games leading a chivalry-based, Middle Ages-type faction (WH is a fantasy world, with elves, orcs, beastmen, etc). And I realized I was applying the principles that George Washington advised America about in his famous Farewell Address. Being a Constitutional Convention of 1787 wonk, I’m reasonably familiar with Washington, who presided over the Convention.

However, as I type this right now, it is obvious that such a post is definitely not gonna be ready for tomorrow morning (which would be when this one went live – Monday the 3rd.

And let met tell you, there are multiple elements of Washington’s Address that apply today. Including about people in the country undermining it by pitting one group against another. And that applies to quite a few groups/people…

So instead, we’re talking about a few Real Time Strategy (RTS) games I’ve played over the years. The basic definition of RTS is games that don’t move forward incrementally in turns, but move along in ‘real time.’

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The Intersection of Hobbies: Dungeons & Dragons, John Eric Holmes, and Tarzan

The Intersection of Hobbies: Dungeons & Dragons, John Eric Holmes, and Tarzan

Dungeons & Dragons Basic Set by John Eric Holmes, based on Dungeons & Dragons by Gary Gygax and Dave Arneson (TSR Games, 1977). Cover by David Sutherland

There are many intersections between my favorite hobby (which is also my line of work) and my favorite fiction. One of these intersections is represented by Dr. John Eric Holmes and the fiction of Edgar Rice Burroughs.

When I was a youth, the first Dungeons & Dragons set that I owned was edited by Dr. Holmes. That “basic” set served as the foundation to my understanding of all things D&D. Now, this was in 1981, when I was in the fifth grade. This was also the year in which I was devouring Tarzan novels, written by Edgar Rice Burroughs. My keen interest in Tarzan was fueled by the CBS Saturday morning cartoon, Tarzan, Lord of the Jungle.

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The Dreams in Gary’s Basement: Gary Gygax and the Creation of Dungeons & Dragons

The Dreams in Gary’s Basement: Gary Gygax and the Creation of Dungeons & Dragons

The Dreams in Gary’s Basement, Blu Ray version (rpghistory.net, 2023)

On the eve of Gary’s Gygax’s birthday, July 26, 2019, I was in sunny California getting ready to be interviewed by the Dorks of Yore for their documentary, The Dreams in Gary’s Basement: Gary Gygax and the Creation of Dungeons & Dragons.

The interview touched on my experiences working with Gary from 2005–2008, a time that I will always cherish. Gary was so generous with me — a friend and a mentor who not only showed me the ropes, but also put trust in me. It was such an honor and a privilege to get to work with one of my childhood idols.

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The Best of Bob: 2024

The Best of Bob: 2024

Happy 2025! Let’s kick butt for another year. Or at least, limp to the finish 52 weeks. from now. I take what I can get. I started a Best of Bob feature last year. And while it may seem I’m constantly finding folks to write my column for me (hey – it’s a gift!), some of you Black Gaters may be surprised that I occasionally actually write my own essays for the Monday morning slot. John O’Neill is too savvy an editor for me to completely fool him for over decade.

So here are what I thought were ten of my better efforts in 2024. Hopefully you saw them back when I first posted them. But if not, maybe you’ll check out a few now. Ranking them seemed a bit egotistical, so they’re in chronological order. Let’s go!

1) Roaming the Old West, with Holmes on the Range (February 5, 2024)

It might look like I just throw something together every week (and looks aren’t always deceptive). But when I can find the time, I love putting together something special. And after reading/re-reading the entire series, I really nailed a three-part series on Steve Hockensmith’s Sherlock Holmes influenced, Old West mysteries about cowboy brothers Old Red and Big Red.

I followed up a pretty solid series overview, with the first-ever comprehensive chronology! And then, we rounded it out with a great Q&A from Steve himself. This is a terrific series: a great read, and solid on audiobook. Late in the year, the first two novels in a spin-off series that’s more Old West adventure than Holmes-flavored, came out. I’m looking forward to more of all aspects of the Double-A Western Detective Agency.

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From Al-Qadim to The East Mark Gazetteer

From Al-Qadim to The East Mark Gazetteer

Al-Qadim: Arabian Adventures (TSR, 1992). Cover by Jeff Easley

Al-Qadim: Arabian Adventures, by Jeff Grubb (with Andria Hayday), was one of the finest settings produced by TSR during the AD&D 2E (Second Edition) days.

“Magic carpets, ghoulish vixens, genies rising from the sand in a whirlwind of smoke and fire — such wonders, spin into tales by the fabled Scheherazade, enchanted a king for a thousand and one nights.”

The setting is inspired by Sinbad, Ali Baba, and other classics from Arabian Nights.

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Gary Gygax’ 17 Steps to Role-Playing Mastery (Steps 11 to 17)

Gary Gygax’ 17 Steps to Role-Playing Mastery (Steps 11 to 17)

So, if you are reading this post right now (and you’d have to be, to see these words), this is Part Two of a look at Gary Gygax’ 17 Steps to Role-Playing Mastery. It would make sense to go read Part One, before reading this. Like, a LOT of sense. But if you’re here and you’re determined to plow ahead, below is the first part of the intro to last week’s post, so you understand the deal. Then you can move right on to Step Six.

Though you really should go back and read Part One and Part Two.

My Dungeons and Dragons roots don’t go back to the very beginning, but I didn’t miss it by much. I remember going to our Friendly Local Gaming Store with my buddy. He would buy a shiny TSR module and I would get a cool Judges Guild supplement.

And I remember how D&D was the center of the RPG world in those pre-PC/video game playing days. And Gary Gygax was IT. It all centered around him. So, I read with interest a book that he put out in 1987, less than twelve months after he had severed all ties with TSR.

Role Playing Mastery is his very serious look at RPGing. He included the 17 steps he identified to becoming a Role Playing Master.

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Gary Gygax’s 17 Steps to Role-Playing Mastery (Steps 6 to 10)

Gary Gygax’s 17 Steps to Role-Playing Mastery (Steps 6 to 10)

So, if you are reading this post right now (and you’d have to be, to see these words), this is Part Two of a look at Gary Gygax’ 17 Steps to Role-Playing Mastery. It would make sense to go read Part One, before reading this. Like, a LOT of sense. But if you’re here and you’re determined to plow ahead, below is the first part of the intro to last week’s post, so you understand the deal. Then you can move right on to Step Six.

Though you really should go back and read Part One afterwards. There’s more to come next week.

My Dungeons and Dragon s roots don’t go back to the very beginning, but I didn’t miss it by much. I remember going to our Friendly Local Gaming Store with my buddy. He would buy a shiny TSR module and I would get a cool Judges Guild supplement.

And I remember how D&D was the center of the RPG world in those pre-PC/video game playing days. And Gary Gygax was IT. It all centered around him. So, I read with interest a book that he put out in 1987, less than twelve months after he had severed all ties with TSR.

Role Playing Mastery is his very serious look at RPGing. He included the 17 steps he identified to becoming a Role Playing Master.

If you’re reading this post, you probably know that Gary Gygax and Dave Arneson co-created Dungeons and Dragons circa 1973-1974. Unfortunately, it was not a long-lasting partnership and lawsuits would ensue. While both were instrumental in creating D&D, it is Gygax who is remembered as the Father of Role Playing.

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A Game of Kings and Things:TSR’s Divine Right

A Game of Kings and Things:TSR’s Divine Right

original box cover - Ghost Riders of Khos descending on forces of MuetarIn the summer of 1981, my friend Alex R. had moved into a big, new house not far from the Staten Island neighborhood where most of my other friends lived. As his parents were rarely home and summer was beginning, we spent all our days and most nights there, watching movies and playing D&D. Things changed significantly when George K. showed up one day with a copy of TSR’s fantasy wargame, Divine Right.

Designed by brothers Glenn and Kenneth Rahman, it’s from the time just before D&D had fully exploded into some approaching mass popularity and TSR was still connected to its board and wargaming roots. The Rahmans developed Divine Right from an earlier, unpublished game of theirs called Your Excellency. There were earlier fantasy wargames, White Bear and Red Moon and Elric from Chaosium and Swords and Sorcery from SPI, but for whatever reason, this is the one we encountered first and immediately fell in love with.

That first summer, we became obsessed with Divine Right. We’d start playing by noon and usually finish around dinner time. Half the days we ended up back at Alex’s for a second round. By the end of the summer, we started doing what I’ve since discovered lots of players did and made up our own house rules and new counters. We never actually put any of them into play for all sorts of reasons (primarily laziness, though), but we kept playing the game regularly for about a decade. Only when careers and families put an end to our gaming days did Divine Right get boxed up and tucked away in a cabinet in my basement.

These days, about once a year, I manage to get in a game with my friend Jim D. and his sons up in Connecticut. I am happy to report that a recent game reassured me, that even while I got murderized by Jim’s oldest son, I still play with the same take-no-prisoner approach and went down swinging. This is a game where victory is determined solely by one’s martial success, with points being awarded for sacking cities and capturing or killing monarchs.

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Gary Gygax’s 17 Steps to Role-Playing Mastery (Steps 1 to 5)

Gary Gygax’s 17 Steps to Role-Playing Mastery (Steps 1 to 5)

Role Playing Mastery by Gary Gygax (Perigee Trade, August 3, 1987)

My Dungeons and Dragons roots don’t go back to the very beginning, but I didn’t miss it by much. I remember going to our Friendly Local Gaming Store with my buddy. He would buy a shiny TSR module and I would get a cool Judges Guild supplement.

And I remember how D&D was the center of the RPG world in those pre-PC/video game playing days. And Gary Gygax was IT. It all centered around him. So, I read with interest a book that he put out in 1987, less than twelve months after he had severed all ties with TSR.

Role Playing Mastery is his very serious look at RPGing. He included the 17 steps he identified to becoming a Role Playing Master.

If you’re reading this post, you probably know that Gary Gygax and Dave Arneson co-created Dungeons and Dragons circa 1973-1974. Unfortunately, it was not a long-lasting partnership and lawsuits would ensue. While both were instrumental in creating D&D, it is Gygax who is remembered as the Father of Role Playing.

In 1987, Gary Gygax put out a book entitled Role-Playing Mastery, which gave guidelines on how to excel as a player in role-playing games. At that time, there were essentially two versions of Dungeons and Dragons. The Original, or ‘Basic’ game, had evolved under Tom Moldvay’s rules development.

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