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Evolution of the Iron Kingdoms

Evolution of the Iron Kingdoms

The Iron Kingdoms-small

For twenty years, the folks at Privateer Press have been creating games, primarily set in their Iron Kingdoms steampunk fantasy setting. They began with a series of RPG volumes, including an award-winning trilogy of adventures from 2001. These adventures, later collected into The Witchfire Trilogy, was built on the D20 System from Dungeons and Dragons 3E.

Then Privateer Press really came into their own with the introduction of the Warmachine miniature wargame, focusing on armies that control massive metallic warjacks, one of the iconic creatures from their Iron Kingdoms setting.

It was Warmachine that got me into their world, in about 2005. I like heroes, so I went with Cygnar, the faction that is most stereotypically the classical honorable kingdom of knights and warriors. For those who aren’t inclined toward heroism, there was the religious fanatic Protectorate of Menoth and the undead Cryx. And for those in the middle, there was Khador, thematically based on Russia and known for having the most massive, hulking warjacks in the game. And missiles. Lots of missiles. This miniature line expanded, through Hordes, into battles with savage monstrous warbeasts, fully compatible with Warmachine. The Hordes included the blighted Legion, the druidic Circle of Orboros and their werecreatures, the Trollbloods and their giant troll cousins, and the sadistic Skorne.

It was actually my reviews of Privateer Press – both their wargame line and the RPG supplements – that first landed me in the pages of Black Gate, back in Spring of 2007 in Black Gate 10, when Black Gate actually had physical pages.

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A Traveller Whodunnit: Murder on Arcturus Station

A Traveller Whodunnit: Murder on Arcturus Station

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Adventure 11: Murder on Arcturus Station
J. Andrew Keith
Game Designer’s Workshop (52 pages, $5.00 digital, 1983)

Murder on Arcturus Station is a classic adventure module published by GDW for the first edition of the popular science fiction role-playing game Traveller. The adventure embroils the players in a murder mystery, and one of the hallmarks of this adventure is the ability to alter the murderer and the means every time it is played.

While the early days of role-playing game adventures did not emphasize making the referee’s (Traveller’s term for dungeon or game master) set up task easy, at least in contemporary terms, Murder on Arcturus Station does require more initial set up, preparation, and involvement by the referee. This is because of the flexibility and replay-ability of the adventure:

Thus, instead of providing many specific events, encounters, or other plot elements, this adventure is largely devoted to the presentation of source material from which the referee must build the specific mystery to be presented.

This should not frighten potential referees though, for this adventure is rich with possibility and a load of fun.

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Every Nation Schemes its Master Stroke: Spies! by SPI

Every Nation Schemes its Master Stroke: Spies! by SPI

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When I moved to Urbana, Illinois in 1987 to start grad school, I left behind a lively game group in my home town in Ottawa, and I missed it.

Fortunately Urbana has its own thriving gaming community (or at least it did, 30 years ago), and it wasn’t long before I fell in with a group of students who also enjoyed gaming. We traded Amiga games, gathered around lab PCs to play Starflight, and got together on weekends to try more ambitious diversions. One of the highlights for me was SPI’s Spies!, a fascinating and historical game of life-and-death spycraft in the run-up to World War II.

Typical of SPI games of the era, it was both fun to play and educational, and it gave me a newfound appreciation for the complexities of politics in pre-war Europe, and the dangerous games of brinksmanship played out in public and behind the scenes. It also helped bring to life an historical era I didn’t have a whole lot of interest in, and sparked an interest in World War II that has lingered to this day. If you’ve got some friends or family members whom you’d like to interest in 20th Century European history, trust me, this game is the way to do it.

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Reviving the Rich History of Traveller

Reviving the Rich History of Traveller

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Journal of the Travellers’ Aid Society, Volume 1
Various authors
Mongoose Publishing (128 pages, $14.99 digital)

Traveller is a popular science fiction role playing game originally released in 1977 by GDW. To support its community of gamers, GDW published The Journal of the Traveller’s Aid Society (JTASfrom 1979 to 1985. (JTAS saw subsequent revivals for later versions of Traveller.) In 2019, Mongoose Publishing — publishers of two editions of Traveller — Kickstarted a three-volume revision of classic JTAS articles, intended for their second edition rules. Additionally, they would incorporate some new material and also mine some fanzines for articles. They Kickstarter was a success, eventually unlocking six volumes. Volume 1 has been released digitally (hard copy to follow) for sale to non-Kickstarter backers.

Volume I is 128 pages and includes two adventures, two new alien PC races, seven creatures, seven vehicles, two starships, eight articles providing background and fluff, and several items beyond that. The table of contents is organized by article type, making the job of finding those stats for the burst lasers easy.

The meat of this volume is in the eight articles broken into two sections: Charted Space and Travelling. Here, you can learn about a typical Imperial megacorporation, SuSAG; a listing and short description of the emperors of the Third Imperium; a history of the Vilani, the human race responsible for establishing the First Imperium; piracy — whether of the Vargr Corsair nature or what generally works for piracy in the Spinward Marches — an interview with the K’kree ambassador to the Imperium; a tutorial on smuggling; and an overview of the Gazulin starport. The topics covered do not provide new rules (with the minor exception in the smuggling article). Rather, they are intended to provide background and information to add flavor and hooks to your games, along with providing a quick bit of history for the Traveller default setting of the Third Imperium.

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Rely on Your Friends to Escape the Dark Castle

Rely on Your Friends to Escape the Dark Castle

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Even kids love board games at Gen Con

I’ve been slowly tracking down the board games that caught my eye at Gen Con last summer. (And to do that, they really had to be something. I wandered a gigantic Exhibit Hall filled with hundreds and hundreds of booths, thousands of new games, and tens of thousands of attendees, and it took three full days to do a complete circuit.) There was no time to investigate anything in real detail, so if it looked good I snapped a quick pic and moved on.

For the past few months I’ve been sifting through those photos, and three weeks ago I came across the one above, of one of the glass cases scattered around the exhibit floor. The first thing that caught my eye was the cute kid — he sure looks like he was having fun. But the second thing was the game in the case: Escape the Dark Castle. The custom dice and oversized cards looked interesting, but most intriguing of all was the cover art, reminiscent of the British Fighting Fantasy game books of the early 80s.

It didn’t take long to find out that Escape the Dark Castle was the debut release from Themeborne in the UK. It was funded by a successful Kickstarter campaign in June 2017, and shipped more or less on time in 2018. Themeborne followed up with a second campaign to fund three expansion packs a year later. A little research uncovered some great reviews (at sites like Coop Board Games and Brawlin’ Brothers), but by then I’d already ordered a copy.

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Mystery Surrounds Everything: Return of the Obra Dinn, by Lucas Pope

Mystery Surrounds Everything: Return of the Obra Dinn, by Lucas Pope

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What an absolutely stellar game to start off the new year with. Yes, yes, I know it’s two years old, but suffice to say I’m kicking myself for not hitting Play on this one earlier than I did.

The Return of the Obra Dinn, by Lucas Pope.

One of those rare instances of every single aspect of the game coming together in harmonious perfection. The pacing, the writing, the near-wire-frame Zenith ZP-150 retro graphics, the music, the puzzles, the general sense of oddness, and most of all… the truly earnest sense of mystery that surrounds everything.

It being a very well-constructed mystery game, there’s not going to be a lot of replay value, but the modest entry price is more than worth it for the sheer gaming bliss you’ll encounter in that single play through.

The gist of this masterpiece is that you’re an insurance investigator for the East India Company in 1807, charged with the task of assessing the claim involving a derelict trading ship that reappears after five years in the wind… and the insurance settlements for all 60 souls on board.

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The Changed Face of Geekdom

The Changed Face of Geekdom

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A party of travelers arrive in a city…

Good afternoon, Readers!

I had a thought – literally just this moment – about geekdom and how much it has changed. Some people’s perception of it appears to be slow in catching up, but that is to be expected, really.

When I was a young girl, growing up in small town Australia, geeks were a bad thing. They were variously sun-deprived, pimply walking skeletons, or sun-deprived, pimply fat blokes. Either way, they were unhygienic outsiders with zero social skills, or, indeed, any redeeming qualities whatsoever.

Rarely now, except for a certain talkshow host who shall remain nameless, do people conjure such an image when speaking of geeks and geekdom any more.

This isn’t, of course, to say that geekdom is without its bad actors. Misogyny and racism (and other foolish ideologies) are still a huge problem in the geek community (though that is thankfully changing, despite the best attempts of a dedicated bunch of morons), but that is a discussion for another day.

Today’s prominent geeks, however, are happily blasting away this stereotype just by being themselves, and it’s wonderful to see. Let’s have a look at some of my favorites geeks in popular culture.

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Start Prowling Night City with the Cyberpunk Red Jumpstart Kit

Start Prowling Night City with the Cyberpunk Red Jumpstart Kit

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Cyberpunk Red Jumpstart Kit
By Mike Pondsmith, David Ackerman, J Gray, James Hutt, and Cody Pondsmith
R. Talsorian Games [96 pages, 6 dice, 2 maps, 6 pre-generated characters, 2 double-sided maps, 2 reference sheets, 23 standees and stands, $30.00 boxed set, $10.00 digital (no dice or stands)]

Cyberpunk, a popular science-fiction RPG first released in 1988, has gone through several editions, the most famous and much beloved of which is Cyberpunk 2020 published in 1990. This year’s much anticipated Cyberpunk 2077 video game from CD Projekt Red (makers of the Witcher video game series) is based on the world and lore of the tabletop RPG.

The Cyberpunk Red Jumpstart Kit, released at Gen Con 2019, is the latest iteration of the tabletop game and serves as a teaser for the forthcoming full core ruleset and as a prequel to the Cyberpunk 2077 game by filling in chunks of the timeline between Cyberpunk 2020‘s 4th Corporate War (a major event in the 2020 timeline). If that is unfamiliar to you, never fear, the included World Book provides enough background to catch you up.

The boxed set comes with six pre-generated characters, two reference sheets, maps, a set of Cyberpunk themed dice (4 d6 and 2 d10), and flat minis (or standees) along with two booklets: the World Book and Rule Book.

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A Classic Science Fiction Simulator: Howard Andrew Jones and Todd McAulty on Traveller

A Classic Science Fiction Simulator: Howard Andrew Jones and Todd McAulty on Traveller

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Classic Traveller box set (Games Designers Workshop, 1977)

Over at Tor.com, Howard Andrew Jones and I (under my pseudonym Todd McAulty, the name I use for fiction writing) have posted an article on Classic Traveller, a science fiction role playing game we both dearly love. Here’s a taste.

Todd: It’s fair to say that Classic Traveller was basically a ‘50s/’60s science fiction simulator. It was deeply inspired and influenced by the mid-century SF of E.C. Tubb, H. Beam Piper, Keith Laumer, Harry Harrison, Isaac Asimov, Jerry Pournelle, Larry Niven, and most especially Poul Anderson.

Howard: Classic Traveller was very light on setting—

Todd: To put it mildly!

Howard: —but it sketched the scene in broad strokes. Players adventured in a human-dominated galaxy riven by conflict, thousands of years in the future. The star-spanning civilization of that future looked an awful lot like the galactic civilizations imagined by Asimov, Anderson, Jack Vance, Gene Roddenberry and others.

The two of us had a lot of fun, but I have to say the article got a lot more interesting once E. E. Knight showed up to share some of his experiences at the gaming table.

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Exploring Character in Starfinder

Exploring Character in Starfinder

StarfinderCharacterOperationsOne great feature of the class designs in the Starfinder Core Rulebook is that each class has a variety of choices, allowing for distinct builds that can suit a variety of play styles. You can build a Mechanic or Technomancer that is either a weak combat-avoiding technician or a combat-ready armored cyber-warrior, for example. This initial diversity has allowed for many permutations on the basic character options, so right out of the gate there’s little chance of players feeling like they’ve explored everything their characters can do. Over its first couple of years, the expansions have focused on new playable races (across three Alien Archive volumes!) and equipment (in an entire Armory volume), but there have been fewer additional options by comparison to modify the core characters.

The release of Starfinder‘s most recent rules supplement, the Character Operations Manual (Paizo, Amazon), definitely helps remedy that situation. Like Pathfinder‘s Advanced Player’s Guide, this is really the volume that establishes the ability to deeply customize characters … a hallmark of what made the Pathfinder RPG distinctive. In addition to three completely new classes, the Character Operations Manual presents more Themes, alternate racial traits for core races and Pathfinder legacy races, Archetypes that provide alternate class features, feats, equipment (including shields), spells, new starship combat rules, and an entirely new downtime system mechanic.

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