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I’ll Slip by the Dragon and… CLANK!

I’ll Slip by the Dragon and… CLANK!

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Clank! is a deck-building, dungeon-delving, push-your-luck board game designed by Paul Dennen at Dire Wolf Digital. It’s also the most fun “throw caution to the wind” board game I’ve played in a long time.

Players are thieves heading into a dungeon, challenged to see who can come back with the most loot. Bonus points if you walk out instead of getting carried, but you won’t be allowed to walk out unless you have an artifact. (And if you’re too deep in the dungeon when you tip over, the locals won’t carry you out.)

The players each start with identical decks of ten cards. A player shuffles their deck and draws five. These provide movement points to delve deeper and skill points to buy additional cards to add to their deck. There are also stumble cards that force them to add their cubes to the Clank! pile. At the end of a player’s turn, the cards they played and any newly acquired cards are discarded. Once they’ve played through all their cards, the discard pile is shuffled, and those new cards enter play.

Thus the players are building up their decks in the hopes that their draw of five cards will give them an increasing number skill points to buy better and better cards, and also to start bringing combat points and gold into their hand on a turn. (Yes, there are shops in the dungeon.)

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Playing Child Friendly OneDice Fantasy on the Edge of the World

Playing Child Friendly OneDice Fantasy on the Edge of the World

255 OneDice Fantasy
Vaguely renaissance setting that recalls Warhammer Fantasy RPG

Isle of Harris, Scottish Hebrides.

Still bleeding from the last trap, the wounded warrior positions himself against the wall on the hinge side of the door, leans out and turns the handle.

SLAM!

The door swings open with surprising force and whacks him like a fly swat.

And outside the window, the dark clouds sweep in from the Atlantic. Rain rattles on the glass.

OneDice Fantasy
Nerd Outreach on the Isle of Harris

Yes, we’re playing OneDice Fantasy on the Isle of Harris, practically the  edge of the world. Step out the door and swim the wrong direction and the next stop is the USA. (Go take a look at where we stayed.)

Around the table are my wife and both kids — 13 and 8 –, plus the drummer from my old rock and roll band, his wife — a novice player — and their two kids, 11 and 8.  It’s their son’s Fighter who just took several points of damage from an old school dungeon. His little sister, meanwhile, is having fun being an elf.

It’s more adults than I’ve ever GM’d at one go, and actually more people. However, the rules are easy to run so I’m surviving.

Skeletal ferryman aside, it’s not quite Nerd Outreach Beyond the Styx. Our hosts were already keen players of co-op games like Forbidden Island and Warhammer figures have already invaded the table in the lounge.  That’s why I brought a selection of OneDice books with me on holiday… that and the chance to actually read them in depth.

The OneDice engine is like Fate, but more simulationist and using only  1D6…

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Microsoft Xbox One vs PS4 Pro

Microsoft Xbox One vs PS4 Pro

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“War, war never changes.” It’s a quote that opens the Fallout series of video games, and is often used to describe the video game console business.

The console wars, it’s been called. Since the first video game console, the Magnavox Odyssey, many different companies have entered this war. Each competing for games enthusiasts time and money. Each promising to be the absolute best console to experience the joy of playing, and to increase player immersion in the game.

At this year’s E3 video game conference, Microsoft unveiled its newest video game console in its war with Sony. It’s a mid-cycle update to the Xbox One called the Xbox One X, positioned to compete with Sony’s mid-cycle update to its PS4, the PS4 Pro.

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The Traveller Central Supply Catalogue Page by Page: New Rules and Armour

The Traveller Central Supply Catalogue Page by Page: New Rules and Armour

csc-coverTraveller Rule 0 is, roughly, “The Referee Can Make S…tuff Up.”

Even so, in the case of equipment, it’s handy if somebody else has worked out the details, and if the stuff doesn’t just break the universe.

Edgar Rice Burroughs could put in Radium Rifles — fantastically accurate at fantastic distances — and then ignore the logic of their existence and write a Sword and Planet romp. However, if RPG players find a loophole, they will “exploit” it; and in a simulationist game such as Traveller, that’s what they’re supposed to do anyway. You can’t tell players, “be creative in your problem solving, but not in this or that area”.

This has to be especially true for rumbustious teenagers… which takes me to my son’s gaming group, for whom I’m planning to referee later in the summer. They’re not really interested in narrative or genre conventions, or even schooled in them. (Some of them — shock! — haven’t watched Firefly yet.) So they’re bound to break what’s breakable.

With this in mind, I asked Mongoose to send me a review copy of the Traveller Central Supply Catalogue.

It’s a 150 page hardback, with nice authoritative binding. There’s an index at the back (hurrah!), nice illustrations throughout, and a lots of equipment with supporting rules.

The expanded equipment lists also include items from the Core Rulebook, making it self-contained enough to just hand the thing over to players when they want to go shopping. The “players’ reference” angle more than justifies the use of paper real estate for amusing adverts and flavour images: the book is the game’s user end.

I have a few quibbles.

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Gaming Summer Camp

Gaming Summer Camp

Dungeons and Dragons Players Handbook Fifth EditionMostly, those of us who are passionate about roleplaying games fell into the hobby in a fairly informal way. But as the hobby becomes more widespread, there have also become more formal ways of being introduced to the games. Conventions often have panels or gaming tracks that are specifically designed for introducing new gamers to either gaming in general or to a specific game system. I’ve even heard of college courses that include elements from roleplaying games as part of the curriculum.

An old high school friend of mine is doing his part, running a summer camp centered around Dungeons & Dragons 5th edition in Durham, NC. Unfortunately, he’s already completed the first of three weeks of the camp, but there are two remaining, so still plenty of time to get your kids involved if you live in the area. It runs from 11:00 am to 3:30 pm at the Dimensions Family School, with more information and registration available here.

In speaking with my friend, Brock, about what he had planned. He’s taught courses on Dungeons & Dragons at Dimensions Family Camp for 3 quarters now:

Each quarter I try something different. The first quarter was a multi-generational epic, where they played the same heroes, re-incarnated over and over, battling the same world-ending villain from the creation of the world until the climactic apocalype-averting battle at the end of class. The 2nd quarter was a world-hopping romp through the D&D settings, where they met all the most iconic heroes and villains from D&D history. The 3rd quarter was a “bottle episode”, where they spent almost the entire quarter in the same dungeon, over a period of only a few days, with a high body count and many tough ethical choices, rounded out with a grand finale involving the Deck of Many Things and the Tarrasque.

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Delivering on the Promise of a True Open World: The Legend of Zelda: Breath of the Wild

Delivering on the Promise of a True Open World: The Legend of Zelda: Breath of the Wild

The Legend of Zelda Breath Of The Wild-banner-small

The Legend of Zelda series is one of the most iconic video game series of all time. Nintendo has continually released new iterations since the launch of the original in 1986. Each new release brings with it new concepts, new art, new and interesting twists on game mechanics. Every release stands on its own; each feels like a completely new and different game.

The newest iteration of The Legend of Zelda series is subtitled Breath of the Wild. The game is commercially available on the Wii U and Switch. It opens with a familiar Legend of Zelda story: A great evil has taken over the world of Hyrule and you, Link, the legendary hero, have been resurrected to fight it. This fight however, isn’t yours alone, as you will meet many different characters who will offer assistance in battle against the great evil, Ganon.

The game begins with Link awakening in the Shrine of Resurrection, bereft of his previous memories. You have spent the previous 100 years in the Shrine of Resurrection. You are given a Sheikah Slate and clothes. Once you leave the shrine you are shown a large open world, filled with mountain peaks, rivers, fields, forests, and an imposing volcano. The camera pans over and shows you a crumbling temple, with a mysterious and mystical figure, waiting for you.

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Game Informer 290, June 2017: The Top 100 RPGs of All Time

Game Informer 290, June 2017: The Top 100 RPGs of All Time

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It’s a lazy Saturday afternoon here in St. Charles, and I spent much of it on the porch, listening to the rain and reading the latest issue of Game Informer.

I’m told Game Informer is the top-selling video game magazine in the US, and that’s not a big surprise. It’s my favorite of the current crop as well. While I subscribe to other gaming periodicals (PC Gamer, The Official XBox Magazine), they’re each devoted to a single platform. I own several gaming systems, and I like to keep on all of them, and Game Informer delivers. The June issue has the usual assortment of highly readable articles, including multi-platform news, reviews, and previews, plus features on the best indie PC titles, the bankruptcy of accessory maker Mad Catz, Microssoft’s lagging First Party development, and a peek at their upcoming 4K console Scorpio.

But the big draw this issue is a massive 34-page feature on the Top 100 RPGs of All Time. Pieces like this are always controversial of course (where’s SSI’s Eye of the Beholder, or Dungeon Master? Or Oblivion?) But we don’t read these big survey articles to agree with them… or at least, I don’t. I read them for the surprises, to see what games I’ve overlooked, and which ones history has judged kindly. I’m pretty old-school in my RPG-love but, somewhat to my surprise, I found myself nodding along as I made my way through the list.

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Modular: Adventuring in Dangerous Terrain – Frog God Games’ Perilous Vistas

Modular: Adventuring in Dangerous Terrain – Frog God Games’ Perilous Vistas

Fields_CoverBack in 3rd Edition D&D, there were five supplements that fell under the ‘Environmental Series’ category (I’d argue it should only be the first three, but I don’t make that decision):

  1. Sandstorm: Mastering the Perils of Fire & Sand (Bruce R. Cordell)
  2. Frostburn: Mastering the Perils of Ice & Snow (Wolfgang Baur)
  3. Stormwrack: Mastering the Perils of Wind and Wave (Richard Baker)
  4. Dungeonscape: An Essential Guide to Dungeon Adventuring (Jason Buhlman)
  5. Cityscape: A Guidebook to Urban Planning (Ari Marmell & C.A. Suleiman)

It’s not uncommon to hear one of those books cited as a favorite by players from that era. They gave Dungeon Masters lots of material to incorporate into their adventures. Necromancer Games (who you read about here, right?) added to the concept with Glades of Death (a wilderness book) and Dead Man’s Chest (sea adventuring).

The concept has been continued by Frog God Games (surely you read this post about them!) for Pathfinder, Swords & Wizardry and 5th Edition D&D under the moniker, Perilous Vistas. Along with an updated Dead Man’s Chest, there have been four releases so far, all written by Tom Knauss:

Dunes of Desolation (Deserts)
Fields of Blood (Plains)
Marshes of Malice (Wetlands)
Mountains of Madness (Mountains)

The fifth installment, Icebound (Frozen Wastes), is in the works!

The general idea is that if the Dungeon Master wants to infuse some atmosphere and environment into the adventure, these supplements provide a myriad of options. Sure, they can just have the party get to the abandoned fort in the desert, or have them uneventfully move through the mountains to the deserted abbey or the monster-infested dwarven hall. Some folks like to just get to the dungeon crawl and start hacking away. That’s fine.

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New Treasures: Myth of the Maker, Bruce R. Cordell’s Novel of The Strange

New Treasures: Myth of the Maker, Bruce R. Cordell’s Novel of The Strange

The Strange RPG-small The Strange RPG-back-small Myth of the Maker Bruce R Cordell-small

The Strange, the RPG of dimension-hopping weirdness by Bruce R. Cordell and Monte Cook, was published by Monte Cook Games in 2014. We all know that all the coolest role playing games eventually spawn a fiction line, and thus it wasn’t too much of a surprise to see Bruce R. Cordell’s Myth of the Maker: A Novel of The Strange arrive from Angry Robot last month. It seems a fine intro to the powerful and mythic worldbuilding that’s gone into the vast cosmic canvas of The Strange. Check it out.

Carter Morrison didn’t want to kill his friends, or himself, but he had a good reason. It was them, or the end of all life on the planet.

Their sacrifice saved the world. Not that anyone knew it. Until Katherine Manners stumbled over a melting man in a computer room clutching a message of doom from another world.

Follow Carter Morrison, Catherine Manners, Elandine the Queen of Hazurrium, and Jason Cole — also known as the Betrayer — as they try to understand, survive, save, and in Jason’s case, break free of the fictional worlds that insulate Earth from the dangers of the Strange, where world-eating monstrosities called planetovores lurk.

This is by no means Cordell’s first foray into fiction… he’s authored at least half a dozen Forgotten Realms novels, including The Abolethic Sovereignty trilogy (2008-2010). Myth of the Maker was published by Angry Robot on April 4, 2017. It is 384 pages, priced at $9.99 in paperback and $6.99 for the digital edition. The cover is by Matt Stawicki.

The Rationality of the Monstrous: Fourscore Phantasmagores

The Rationality of the Monstrous: Fourscore Phantasmagores

Fourscore PhantasmagoresThere’s a paradox in the nature of a dictionary of monsters. The medieval bestiaries at least claimed to be compendia of actual knowledge. But books like Jorge Luis Borges and Margarita Guerrero’s Book of Imaginary Beings (Manual de zoología fantástica) and perhaps even Katharine Briggs’ Dictionary of Fairies are only superficially rational collections of information. Though alphabetised and cross-referenced, the logical framework’s a way of presenting wild fantasy and dream: basilisks and baldanders, brownies and banshees, sylphs and sphinxes. The Monster Manual, and the role-playing handbooks it inspired, take this contradiction to a new level — detailed statistics for each creature described along with the avowed intent of inspiring new stories featuring the legendary or imaginary entities. Quantified, numerically precise, the monsters in these enchiridia still crack open the inside of the head, driving readers to imagine worlds big enough to hold dungeon-dwellers and dragons. Rupert Bottenberg’s Fourscore Phantasmagores is the newest volume of these wonders for gamers and monster-lovers of all stripes, presenting, as it says on the cover, “A Gathering of Grotequeries for Gapejaws and Gamemasters.” And, conscious of its predecessors, the book’s a rich source of inspiration; a grimoire seeding new myths.

Published by ChiZine Publications’ imprint ChiGraphic, Phantasmagores mixes words and pictures, all from Bottenberg, into 80 different monstrous imaginings. (In the interests of full disclosure I’ll note that I know Bottenberg through his work as director of the animation section at the Fantasia International Film Festival; well enough that I wouldn’t normally call him by his last name, but such are the conventions of criticism.) A foreword by Ian C. Esselmont and introduction by Bottenberg help establish the precedents and aim of the book: this is explicitly a collection of creatures for use in role-playing games, even though it can be read as illustrated prose poetry. Each of the monsters gets a full-page full-colour image; brief and often ironic notes on its type, size, habitat, traits, and attacks; and a paragraph of allusive descriptive text. There are virtually no numbers, and nothing system-specific, but enough information to get the essence of each creature across. Which is to say: there’s enough detail to work with, enough that individual gamemasters can work up stats and campaign-related specifics as needed. The book’s success lies not just in the cleverness and craft of its language and art, but in the precision with which it implies more than it says, spurring readers to imagine even more. You don’t need to be a gamer to enjoy this book — but you’ll get practical use out of it if you are.

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