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A look back at E3 2018: Playstation’s Conference

A look back at E3 2018: Playstation’s Conference

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Every year, in early summer, the Electronics Entertainment Expo (E3) showcases the industries upcoming games, gaming tech, and gaming culture. Studios from around the world vie to create a buzz for their brands by announcing new games, new content for existing games, and upcoming new hardware.

The largest Studios, such as Xbox, Bethesda, and  Playstation hold live, large press conferences that can be viewed in person, streamed live, or be watched later on the internet. These press conferences are fairly long events, often lasting over an hour. Typical content for these events are live game demos, prerecorded game demos, and short video teasers for games not far in development. These presentations sometimes include celebrities and often include developer commentary.

This year at E3, Sony announced some fantastic exclusive games. Of the games that were presented at Sony’s E3 Conference, Call Of Duty Black Ops 4, Tetris Effect (PSVR), Beat Saber (PSVR), Destiny 2 Forsaken DLC, and Spider-Man have been released. The rest of the games presented are expected to release in 2019.

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More Than Meets the Eye …

More Than Meets the Eye …

Transformers Trading Card GameA few months back at GenCon, I stumbled across a well-placed demo area with a large cardboard display of Optimus Prime and Bumblebee. As a child of the 1980’s, I wasn’t about to miss out on this … my introduction to Wizard of the Coast’s Transformers Trading Card Game.

There are two components to the game: double-sided oversized character cards and battle cards. The character cards are foil cards that represent various Autobot and Decepticon characters with one side having a Bot Mode and the other side having their transformed Alt Mode. The battle cards are a deck of regular-sized cards, consisting of single-use Action cards and Upgrades that can be attached to individual transformers to provide Weapon, Armor, and Utility equipment that (generally) stick with the characters they’re upgrading.

The game plays out as a battle between two teams of Transformers, with victory coming to the player who is able to KO all of their opponents’ characters. Each character card has Attack, Life, and Defense stats, which alternate as you flip between the Modes. Some Modes also have powers of various kinds. Some of the powers activate when you flip the card into that mode. For example, when you flip the Optimus Prime card into its truck Alt Mode, you immediately draw a battle card. Other powers are always active so long as the character is in that Mode.

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A Massive History of D&D Culture: Art and Arcana by Michael Witwer, Kyle Newman, Jon Peterson, and Sam Witwer

A Massive History of D&D Culture: Art and Arcana by Michael Witwer, Kyle Newman, Jon Peterson, and Sam Witwer

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Art and Arcana is a massive book that satisfies a strong sense of nostalgia for those who played Dungeons and Dragons in the 1970s and 80s, as well furnishing a history of the game and, to a lesser extent, the people and companies behind it. Focused primarily on the artwork that has helped define the game from its earliest days, authors Michael and Sam Witwer, Kyle Newman, and Jon Peterson have provided a beautiful look at the game’s first forty-five years, with an emphasis on the first few editions.

Even the endpages of this 440 page book indicate what is sandwiched between them. The opening pages show a map of the Village of Hommlet from the classic T-1 dungeon, while the closing pages are a reproduction of a classic piece of Erol Otis’s artwork from Deities and Demigods. A foreword by Joe Manganiello points out that “in [the 1980s], Dungeons and Dragons wasn’t cool.” As someone who began playing the game in 1980 (in Glenview, where the Witwers were from, although I didn’t know them), Manganiello’s comment is an understatement. At the time, the concept that stars like Manganiello and Sam Witwer would be involved with a book about Dungeons and Dragons would have been mind-boggling, as would the idea that the host of a late night talk show like Stephen Colbert would admit to playing it, or that people could make a living as a Dungeon Master and charge people to watch their games.

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Birthday Reviews: Josepha Sherman’s “River’s Friend”

Birthday Reviews: Josepha Sherman’s “River’s Friend”

Cover by Jim Holloway
Cover by Jim Holloway

Josepha Sherman was born on December 12, 1946 and died on August 23, 2012.

Sherman’s debut novel The Shining Falcon won the Compton Crook Stephen Tall Memorial Award in 1990. Sherman collaborated with Mercedes Lackey, Laura Anne Gilman, Susan Shwartz,and Mike Resnick. She  co-edited the non-fiction folklore collection Greasy Grimy Gopher Guts with Toni Weisskopf.

“River’s Friend” saw print in issue #178 of Dragon under editor Roger E. Moore and fiction editor Barbara G. Young in February 1992. As with so many of the stories which appeared in Dragon, this one was never reprinted.

Sherman sets her story in an alternative Russia during the reign of Vladimir the Great. Souchmant has the unique position at Vladimir’s court of a peasant who has managed, through the prince’s good graces, to become one of the bogatyrs. Souchmant knows that he is part of the nobility only at the sufferance of his lord. He also has a secret that, if found out, would force him from Vladimir’s court. Vladimir is known in this world for his distaste for anything that smells of the supernatural, the Other, and ever since he was a young boy, Souchmant has been in communication with the Other, specifically the spirit of the River Niedpra.

It isn’t his communication with the River Spirit that gets Souchmant in trouble with his lord, but rather his frustration at the lack of understanding the bogatyrs have about the way the common people live. Souchmant erupts complaining that they don’t know how to do anything useful or complete a task without violence. He offers that he can capture a live swan without the use of any weapons or even a net. Once the words are out of his mouth, Vladimir banishes him to complete the task.

Rather than do as he was instructed, Souchmant, with some help from the spirit of the Niedpra, saves the river from having a group of Tatars build a bridge over it, which would also serve to stanch its flow. Having defeated the Tatars with supernatural aid, Souchmant can’t admit what exactly he has done when he reports on the attempted Tatar invasion to Vladimir. Thrown in jail, he is eventually rescued by an unlikely ally.

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A Dungeons & Dragons Holiday Gift Guide

A Dungeons & Dragons Holiday Gift Guide

MadMageDungeons & Dragons is having something of a renaissance. After a somewhat awkward period era known as “fourth edition,” the most popular roleplaying game in the world has attained a greater reach than anytime in its history.

If you’re looking for some good setting materials or adventures for Dungeons & Dragons 5th edition, this last year has shown the release of a handful of fantastic resources. Last spring was Mordenkainen’s Tome of Foes, a great resources of various races, including the Devil/Demon war between Hell and the Abyss. But two books released this fall focused a little closer to our fantasy home, with the classic city of Waterdeep.

Waterdeep: Dragon Heist is an urban-based adventure for characters of level 1-5, centered around a massive treasure embezzled from the government of Waterdeep and rumored to be hidden within the city. The GM picks the main villain at the outset from four options, a choice that determines the season of the adventure, which alters how the subsequent chapters will unfold.

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5th Edition Wizards Suck! Mine Can’t Even Wrestle!

5th Edition Wizards Suck! Mine Can’t Even Wrestle!

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I’m not going to make a blanket statement that all wizards suck, or that low-level wizards suck, but my low-level wizard sucks. I’m just going to assume my experience applies to everyone.

My friends play a 5e D&D game and one of them persuaded me that if I role-played out-of-character, it would be valuable for my writing. I normally play fighter-types who are brave and at the front of things, and figured having to play a wizard would show me new things. Here’s what I imagined it would be like:

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Spoiler. It has been a new experience and so far, it has mostly shown me how to miss on my attacks.

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Modular: Sagas of Midgard Invades… Well, Midgard

Modular: Sagas of Midgard Invades… Well, Midgard

SoMcoverIt’s been awhile, and not because there’s been any shortage of Norse-themed role playing games! In this time, we’ve had the 5e derivative Dragon Heresy, a d6 system called Vikingr, older campaign settings such as Hellfrost and systems such as Trudvang Chronicles, and many others. Our topic on this Odin’s Day, however, is the latest of these: Sagas of Midgard.

Honestly, I had kind of retired from investment in Viking-age rpgs. My home game hasn’t involved the Norse-specific setting for more than a year, my pocketbook doesn’t drip nine golden rings as Odin’s Draupnir does, and there isn’t much utility in owning much more, since I doubt I’d be able to wrest my gamers from my tabletop version of Fourth Age Middle-earth anytime soon. But the Sagas of Midgard Kickstarter advertised savage, fast-paced gameplay and rules for Raiding—an essential component of the northern milieu and one that I had not ever seen treated to my satisfaction. So I backed a PDF copy, mostly out of curiosity.

When I received it, I realized I was encountering something much more than a few interesting mechanics. This looks like a really good game! You’ll notice that I don’t precisely say that it is simply because I haven’t had a chance to run it yet. Character abilities originate from five separate Domains, and each Domain is governed by a Norse deity. At character creation (and during advancement) players spend points within these domains for specific powers and abilities. These are fueled by a currency called Favor, which characters can obtain through a variety of methods, many of them mechanical. The core mechanic is what the designers call the “Rollover System.” Every task and adversary has a “Rollover Score,” usually between 1 and 100, that a PC has to beat (with a roll of d100) to obtain the effect she wants. There are modifiers, of course, resulting from other game mechanics, and a core feature is that the GM never rolls the dice, something shared by a few other systems and (though denying the GM the pleasure of rolling dice) allows her to focus on storytelling and character interaction.

My main criticism, though, is that the rules explanations can be hard to follow (while recognizing reasons for the authors’ organizational choices). I contacted the authors about this, and they told me that they already had been drafting a “cheat sheet” that should be helpful even to new gamers. And, in the midst of my enthusiasm for their game, I succeeded in getting the creators, Nick Porter and Dominic De Duonni, to agree to an interview.

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The Beauty in Life and Death: An Interview with Sebastian Jones

The Beauty in Life and Death: An Interview with Sebastian Jones

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Niobe returns to reclaim her throne in 3 tales. Get the Erathune hardcover, She is Death #1 & #2, and the vampire epic, Essessa #1!

It is not intuitive to seek beauty in art deemed grotesque/weird, but most authors who produce horror/fantasy actually are usually (a) serious about their craft, and (b) driven my strange muses. This interview series engages contemporary authors & artists on the theme of “Art & Beauty in Weird/Fantasy Fiction.” Previously we cornered weird fantasy authors like John Fultz, Janeen Webb, Aliya Whiteley, and Richard Lee Byers. Recently we heard from the legendary author and editor of weird fiction, Darrell Schweitzer!

This round we corner Sebastian A. Jones: Author, actor, and teacher, Sebastian A. Jones grew up in England and moved to America at the age of eighteen where he founded MVP Records, releasing albums that included James Brown, John Coltrane, and Billie Holiday. In 2008 he founded Stranger Comics and Stranger Kids. Sebastian has written children’s books including Pinata and co-created the I Am book series with Garcelle Beauvais, including titles I Am Mixed and I Am Living in 2 Homes. Under Stranger’s dark fantasy line Asunda, he has received critical praise for his written work on The Untamed: A Sinner’s PrayerDusu: Path of the Ancient, and Niobe: She is Life, co-authored by Amandla Stenberg.

Note that the Asunda, the world of Niobe, is being realized with Pathfinder for RPG lovers. Check out the recent Paizo interview for more, and the ongoing Kickstarter which brings an omnibus versions of Niobe to life.

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Stuffed Fables: If Toy Story Were a Role-Playing Board Game

Stuffed Fables: If Toy Story Were a Role-Playing Board Game

StuffedFablesDemoYou are a stuffed animal, who has watched over and cared for your child for many years. Tonight is a big night, though, as the parents have bought your child a big girl bed. As the lights go out, your child goes to sleep for the first night without the protection of her crib. Little did you know that this was the night you were preparing for … when dark forces of nightmare would reach out for your child, trying to destroy the hope and joy that you cherish within her.

This is the premise of the board game Stuffed Fables, by Plaid Hat Games. Plaid Hat has created a number of exceptional games, including Summoner War and the zombie survival Dead of Winter franchise. Stuffed Fables is designed by Jerry Hawthorne, who is also responsible for Plaid Hat’s Mice and Mystics franchise games, including the spin-off battle game Tail Feathers. Each of the games is great to play and worth an in-depth review of its own, but for now, let’s get focus back on Stuffed Fables.

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The Judges Guild Journal Third Ultimate Dungeon Design Contest

The Judges Guild Journal Third Ultimate Dungeon Design Contest

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Yesterday I was going through some old notebooks of gaming stuff from high school and found a piece of original art I’d completely forgotten about. Back then, my friends and I spent most of our free time playing role-playing games — particularly Advanced Dungeons & Dragons — and other war games. I subscribed to a bunch of the gaming magazines at the time, including The Judges Guild Journal.

In issue #18 of that mag (December 1979-January 1980) they announced The Third Ultimate Dungeon Design Contest — also referred to as the “Judges Guild Journal Bride of — the Son of — The Worlds First and Greatest Dungeon Creation Contest — Contest — Contest!!!” JG never met hyperbole they didn’t like.

Entries were due by February 29, 1980, and my 16 year old self decided to enter. There were three categories, based on the size of the dungeon you created (prosaically listed as Large Dungeon, Medium Dungeon and Mini-Dungeon). I worked up a medium dungeon, “Catacombs of the Undead.” One of my high school friends, John Sweet, who was a year younger than me and a talented artist, offered to do some art for it.

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