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Ye’d Best Start Believin’ in Ghost Stories

Ye’d Best Start Believin’ in Ghost Stories

We're naught but humble pirates.Bloodbones
Jonathan Green
Wizard Books (240 pp, ₤5.99, CAN$12.00, April 2010)

In 1982, Puffin Books unleashed The Warlock of Firetop Mountain, the first in the Fighting Fantasy line of gamebooks. The book was conceived and written by Steve Jackson (the British one) and Ian Livingstone, co-founders of Games Workshop. Although predated by solitaire RPG scenarios, Fighting Fantasy combined a choose-your-own-adventure decision-tree structure with a simple dice mechanic to mimic an RPG experience. The quick-start rules, brisk pacing, and art by New Wavey fantasists like Iain McCraig, Chris Achilleos, and Richard Corben, all bundled in a mass-market paperback retailing for $1.95, made Fighting Fantasy wildly successful. The series ran until 1995, along the way spawning ancillary media like novels, computer games, even a full-blown Fighting Fantasy RPG. Fan enthusiasm still burns bright today, with a downloadable fanzine and its own wiki.

Screw Narnia; had I ever discovered some magic wardrobe, I would have jumped with both feet into Titan. As it was, chores were done and allowances scraped together in anticipation of infrequent family expeditions to the mall bookstore. There I could pay to wade through the mire of the Scorpion Swamp, survive Baron Sukumvit’s Deathtrap Dungeon, rally freed slaves to overcome the sinister Gonchong on the Island of the Lizard King. Now I’ve been playing the books all over again, this time with my young sons, imparting to them the same vital life lessons I learned as a young boy: don’t trust strangers; never put your hand in someplace you can’t see; and if you kill someone, you might as well go ahead and take his wallet.

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Play a science-fiction mini-game from Dark City Games

Play a science-fiction mini-game from Dark City Games

at-empires-end-img

To promote their new science-fiction role-playing game At Empire’s End, Dark City Games has created S.O.S, a short solitaire SF role-playing game. We’re pleased to reprint the game in its entirety here on the Black Gate blog.

You can either read the text as choose-your-own-adventure style paragraphs, or grab some dice and play according to the short rules. Experienced role players, or those familiar with The Fantasy Trip, should be able to jump right into the action.

Without further ado, we present S.O.S, a Legends of Time and Space science-fiction role-playing adventure by George Dew.

You come out of hyperspace around the barren, rocky, waste-planet of Lemm. It orbits a distant star, and lacks an atmosphere. As a result, the inhospitable grey surface boasts temperatures hundreds of degrees below zero.

Your sensors scan for traces of the distress signal, when suddenly, an alien contact flashes across your navigation screen. Do you want to hail it (001) or attack with initiative (002)?

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Goth Chick News: The Game is Afoot!…and an Arm, and a Heart

Goth Chick News: The Game is Afoot!…and an Arm, and a Heart

phantasmagoria_2To call me a “gamer” would do a serious injustice to those hardcore cyber-warriors who are universally recognized for their pale complexion and calloused thumbs. But as someone who has spent many a windfall dollar at the local GameStop, foregone more than one sunny summer day hunched over a keyboard in a darkened room, and lives at least partially in a world where an Easter Egg has zero to do with a bunny, I think that on some level I can relate.

I also fraternize quite openly, both at work and at home, with software developers. Those in the game industry never cease to dream of a world where they would create the games they truly wished to, without the constant and creativity-killing demands of the margin-hungry corporations they work for.

Which is a little scary when you think about it.

What if game developers were allowed to run amok and create any character, any story line or any outcome their imaginations could devise, and could thrust their creations out into an unsuspecting marketplace with nary a care for bottom line returns or movie-deal conversions?

Of course, to imagine that world you would also need to imagine one without the parental rating system. Or aggression therapy.

But that being said, I have always gravitated toward those releases that game developers admire themselves. Their criteria for what is “good” is sometimes but not always represented in the best seller area of your favorite game retailer and many are difficult even to find these days, not just because they’re out of production, but because they’re banned outright.

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Exploring Towers of Adventure

Exploring Towers of Adventure

towers-of-adventureA while back I placed an order with one of my favorite online vendors, FRP Games, whose selection and discounts are both excellent. At the last minute I added an item to my cart that I hadn’t budgeted for: James Ward’s Towers of Adventure, a boxed set for Castles & Crusades from Troll Lord Games.

Not only had I not planned to buy it, I’d never even heard of it until I saw it in FRP’s product newsletter.  What can I say, I’m a sucker for marketing copy:

Towers of Adventure offers the Castle Keeper a marvelous set of interchangeable tower levels, rooms, monsters, NPCs, traps and treasures. This box set allows you to make literally millions of exciting towers for your players to explore. Treasures, tower inhabitants, and tower maps are at your fingers and so easy to use you can put together a complex adventure in five minutes or less.

It’s true!  This isn’t a typical adventure supplement, with a set of interlinked encounters and rooms carefully described for the game master. In fact, while the box contains designs for 15 wildly different towers — including a Zombie Tower, Vampire Tower, Cloud Giant Tower, and Lonely Wizard’s Tower — I couldn’t find a room description anywhere.

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Heroscape Wave 11

Heroscape Wave 11

Heroscape’s 11th wave arrived the other day and some valiant play testers stepped up to try out the new pieces with me.

wave-11Some of you might have missed the battle recap of an epic Heroscape battle posted at Eric Knight’s blog; these play tests weren’t nearly as involved, but they were a lot of fun.

As you might remember from my last Heroscape review, a wave is a new issue of figures in four packages. This one is titled Champions of the Forgotten Realms, in reference to the Dungeons and Dragons Forgotten Realms campaign world, which ties into the most recent Heroscape expansion set.

Of the four packages of the new wave, the easiest one to get the hang of was The Warriors of Ghostlight Fen. Its hydra and phantom warriors were pretty easy to figure out how to deploy on the battlefield. One of the great things about Heroscape is that the best way to use the figures isn’t always obvious – it requires experimentation, which is nice, because if the battle outcomes were obvious the game simply wouldn’t be as much fun.

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Starblazer and Mindjammer

Starblazer and Mindjammer

spiritOne of the most promising new game systems I reviewed in Black Gate 14 was used for the pulp role-playing game Spirit of the Century from Evil Hat Productions. FATE is a streamlined set of rules based more on adjectives and descriptions than complicated and time consuming point allocations. Not only does the system make task resolution fast, it encourages players and game masters alike to storytell more than die roll.

I was unabashedly excited about Spirit of the Century and couldn’t help wondering how the mechanics designed for pulp 1930s role-play would work in another setting.

An English game company named Cubicle Seven must have been wondering the same thing, because they took up the system and retooled it for science fiction role-playing.

Starblazer Adventures is a beautiful, thick hardback of 629 pages, stuffed full of art taken from a popular British space opera comic from the 1970s and ’80s. Nearly every page is decorated with exciting action pics evocative of high octane adventure.

But more than 600 pages, I can see you asking, isn’t that… needlessly long? Is it crammed with charts that you must consult?

No. What it is crammed with is all the information that a game master could need to run a thrill-packed space campaign, and then some.

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Gary Con II Report

Gary Con II Report

gary_con2-logo1On Saturday I drove to Lake Geneva, Wisconsin, for the second annual Gary Con, a friendly gathering in honor of Gary Gygax, the co-creator of Dungeons and Dragons and the father of role-playing games.

You can read the Tribute to Gary Gygax, written by the staff at Black Gate magazine and Paizo publisher Erik Mona after Gary’s death in 2008, if you’re not familiar with his work.

Chainmail re-enactment of T1: The Village of Hommlet at Garycon II
Chainmail re-enactment of T1: The Village of Hommlet at Garycon II. Click for bigger version.

Lake Geneva is the birthplace of D&D and, consequently, the entire RPG industry. It was here that TSR, the company Gary co-founded in 1973, was headquartered for over two decades, and where many of the creative minds who helped it grow from a fledgling hobby company to the most influential game publisher of the last 30 years still live today – people like Tim Kask, founding editor of Dragon magazine, Gamma World author James Ward, RPGA founder Frank Mentzer, Snit’s Revenge creator Tom Wham, and many others.

The stated goal of the con is to “harken back to the early days of gaming conventions where role-playing was in its infancy and the players shared a strong sense of camaraderie,” and in that respect Gary Con was an unqualified success.

Players gathered around dozens of tables enjoying highlights from TSR’s early catalog, including first edition AD&DMetamorphosis Alpha, Dawn Patrol, Boot Hill, Dungeon, Chainmail, and more modern games that strive to capture that sense of old-school adventure, such as Hackmaster, Castles and Crusades, and even Gygax’s fondly remembered post-TSR effort, Dangerous Journeys.

Best of all, I saw many renowned game designers and early TSR employees mingling with the crowd, or acting as dungeon masters for classic Gygax modules such as Steading of the Hill Giant Chief, The Temple of Hommlet, and Castle Greyhawk.

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Heroscape Wave 10: Valkrill’s Gambit

Heroscape Wave 10: Valkrill’s Gambit

heroscape-wave-101One of the things I most enjoy about Heroscape is the great variety of figures in the expansions. Because I was introduced to the game years after it first debuted, I’ve missed out on a number of the earlier sets. I’ve been trying out all of the recent expansion sets, though. What I didn’t know when Wave 10 arrived was that half of it was a reprint from Wave 5t — now very hard to find — that another quarter of it reprinted some hard-to-find special release figures, and that the final quarter recast earlier molds with different colors and rules. I don’t mean that to sound like a complaint, because 3/4 of those figures are nearly impossible to lay hands on and the other quarter, those recasts, are now among my favorite squads.

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A review of the Cortex System Role Playing Game

A review of the Cortex System Role Playing Game

Cortex System Role Playing Game
By Jamie Chambers
Margaret Weis Productions ( 160 pp, $29.99, April 2009)

cortext-systemThere are a lot of things to commend this book to an experienced gamer. The rules are fairly simple yet cover a lot of ground. I like how the abilities are not really tied into specific stats that are sometimes hard to justify -­ this system is much more fluid. It also is not conducive to rules lawyering ­ and if there is one thing I hate, it is rules-lawyering, so this is a positive for me. I can see where the OCD crowd who wants a rule for everything could be irritated with it, but I game by the principle that story precedes rules, and this rule set is made for that mindset.

Basically, after two or three hours of reading, a game master will feel comfortable enough to run the system. Layout is simple but functional ­ black-and-white and an easy to read font. It’s fairly thin for being the core rules of a game system, but I liked that. It made the book less intimidating than a lot of other systems I have looked at.

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Risus: Rules-Lite to the Min

Risus: Rules-Lite to the Min

rlogoRisus: The Anything RPG
By S. John Ross

I seem to have gotten into a Rules-Lite RPG series here at Black Gate. Not sure how that happened. I didn’t plan it, I know that for certain…

A few weeks ago, I reviewed one of the classics of “beer-and-pretzels” role-playing games, Kobolds Ate My Baby! Although a great game, KAMB! uses a specific (comically specific) setting with rigid character types. If you want to unleash a beer-and-pretzels RPG night without any limitations, you will want to turn to Risus, a generic system perfect for the slam-bang quick gag game.

Risus takes the term “rules-lite” and goes to the minimum with it: the whole system fits comfortably onto six PDF pages you can download here. I have to take caution with this review, because I might risk writing one that’s longer than the review subject. But those six pages provide only a blueprint for endless parody-RPG weirdness; I’m reviewing the experience you might get from putting Risus into practice.

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