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Modular: Rethinking the OSR through Modiphius’s Conan – Adventures in an Age Undreamed Of

Modular: Rethinking the OSR through Modiphius’s Conan – Adventures in an Age Undreamed Of

ConanRPGWell, many of you don’t need to be told that Mophidius’s Conan: Adventures in an Age Undreamed Of is out. Well, maybe it’s not quite out: for those of us who require a hard copy, word is it won’t be shipping until sometime in June. But backers and shoppers now have access to PDF copies of the Conan Core Book and a collection of adventures entitled Jeweled Thrones of the Earth.

I became a backer quite late in the game. Indeed, it couldn’t have been much more than a month ago. I’m not sure why I was late. I’m almost certain I looked at the Kickstarter when it was announced but probably initially passed it over because I assumed that so much of the Conan material probably was done “better” (as in open to additional literary inspirations) in the “conventional” rpgs (D&D and its clones) with which most of us already are familiar.

Curiosity is what made me change my mind. Modiphius was offering free “Quick Start” rules in PDF form. I downloaded them and read them all, including the introductory adventure. Contrary to what some others on this site have reported, I was absorbed and excited by the rules set. I didn’t run the adventure because, well, I write my own adventures. And, outside of egotism, the main reason I don’t run other people’s adventures is because I can’t see how most of them can work. At one point in the introductory “To Race the Thunder” adventure, it reads,

With no hope of joining or rescuing the forces inside the fort, the player characters’ only hope is to strike out to the settlements, to warn the settlers, gathering them and helping them across the Thunder River to safety. The banks of the Thunder River are their only hope at this point, else they will all end up as corpses, cooling as their life-blood sinks into the black and hungry earth.

Are you kidding me? If my players are told they can’t possibly get into the fort, you can be certain that that is the one and only thing they obsessively will try. And with me as GM, they very likely will succeed.

And with that observation, I have come to the thesis of this article: rethinking the OSR in light of what I have learned from reading the new Conan RPG. The OSR, as many of us need not be told, stands for Old-School Renaissance (or Revival, or Roleplaying). And I am fascinated and excited by it. For the few of us who don’t know already, broadly speaking the OSR names a movement in the tabletop rpg industry that is regressive, perhaps nostalgic, a return to iterations of D&D that were popular before the third edition (or d20 system) of the rules. This return was facilitated by “retroclones” made legal under the Open Game License. Examples of retroclones are Swords & Wizardry, Castles & Crusades, Dungeon Crawl Classics and a host of others that might be impossible to enumerate. And to add to this OSR, players no longer need “return” to revised versions of the old rules but can purchase the actual old rules outright from Wizards of the Coast, because the latest owner of the D&D property now has released virtually its entire back stock in PDF and print form.

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Modular: Dungeon Delving Tips – Part I

Modular: Dungeon Delving Tips – Part I

Delving_partyI’m a big fan of Creighton Broadhurst and his Raging Swan Press. Along with Frog God Games, they make my favorite Pathfinder stuff. And Creighton’s blog is full of great ponderings for players, GMs and even game designers.

He often comes up with some neat lists on wide-ranging topics. One that I liked was his ‘25 Dungeon Delving Tips.’ We’re going to look at the first dozen this week, with the remainder coming in a follow-up post.

Each tip, along with some of Creighton’s commentary, is italicized (as is his brief intro below). My own comments follow underneath in plain text. So, have at it!

25 Dungeon Delving Tips (Part One)

Dungeon delving is a jolly dangerous business. Some adventurers are lucky. Others are stupid while many are unprepared. Thus, the bones of countless adventurers lie mouldering far from the warmth of the sun. 

With that in mind, and in no particular order, here are… tips to make your dungeon delving just a little bit safer.

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Modular: How to Defeat an Ancient Red Dragon in D&D with a Low-Level Party

Modular: How to Defeat an Ancient Red Dragon in D&D with a Low-Level Party

Red_DragonYou’ve got a huge ancient red dragon that has flipped out. It’s on the rampage. You must stop it or the devastation will be severe and widespread. You have a couple dozen volunteers willing to make the ultimate sacrifice to save hundreds or even thousands, but to what avail? What the hell can you do to defeat an ancient red dragon?

Actually, there is a way, even with low-level warriors. But it’ll take some coordination and three necessary components:

  1. You need quite a few volunteers, both the ones who will be in front-line battle and others willing to distract and pre-occupy the dragon (probably by being slaughtered indiscriminately).

  1. You need a new or modified spell. I don’t know if there is already a spell that specifically does something like what I’m about to describe floating around out there in one of the dozens of supplements, but it doesn’t seem like a big leap to make it work in the D&D schools of magic (probably wouldn’t rate more powerful than a fourth or fifth level spell tops). This spell is cast on an item and creates a delayed teleportation effect. Should the owner of that item ever die, the item will immediately pass into the hands of another person (determined at the time of the spell casting).

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Lock ‘n Load Tactical: Heroes of Normandy

Lock ‘n Load Tactical: Heroes of Normandy

Heroes of Normandy-smallLock ‘n Load Tactical: Heroes of Normandy was one of my favorite purchases last year. I loved it so much that I made sure it was something I played on my birthday (my son enjoyed it too).

I’ve held off reviewing the game, though, because shortly after it arrived on my doorstep last year it went out of print. With a reprint due at the end of the first quarter of 2017, likely in March, and because those who place pre-orders receive a substantial discount, I thought it high time to alert Black Gate readers to the game, and the entire Lock ‘n Load Tactical series. (If this little intro is enough to convince you the game’s worth a look, feel free to skip all my prose and drop right down to the end where there’s a link to order a demo copy of the game.)

Overview

Lock ‘n Load Tactical is a revision and representation of Mark Walker’s excellent Lock ‘n Load system. The new publisher has clarified, re-organized, and revised the rules, printed them in full color with additional examples, and eliminated the need for purchases of unrelated games to play certain settings. For example, you might once have needed to own several modules before you could play some of the Lock ‘n Load World War II games. That’s no longer necessary — Lock n’ Load Tactical: Heroes of Normandy is complete unto itself.

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Modular: Who Would Win? John McClane and James Bond versus a Tribe of D&D Goblins

Modular: Who Would Win? John McClane and James Bond versus a Tribe of D&D Goblins

Knights of the Dinner Table 142-smallI came across a fascinating piece by Noah J.D. Chinn in Knights of the Dinner Table issue 142 (August 2008). Chinn’s guest editorial for the “Gamer’s Pulpit” column is an intriguing analysis of how the realism bar for heroes has shifted radically from the days of our youth (us Gen Xers) until now.

The single most interesting fact he presents is a piece of data generated by Mike Hensley charting how many goblins a first level fighter could kill before dying across all iterations of Dungeons & Dragons (at that point there were 6 versions, 5th Edition not yet having debuted). He ran the combats at least 1,000 times for each fighter in a Javascript simulation program, with the fighter facing the goblins one at a time, producing an average for each version. This is what the data reveals:

  • OD&D: 2.7 goblins killed
  • BD&D: 4.1
  • AD&D1: 4.3
  • AD&D2: 7.3
  • D&D 3e: 10.1
  • D&D 4e: 23.4 Holy Crap!

(It would be interesting to further extrapolate from this data: Does it suggest that a 4e first-level fighter could, one-on-one, take out 4 or 5 OD&D fighters before succumbing? Or that a first-level 4e fighter is roughly equivalent to a third-level fighter in Basic?)

Chinn argues that this hero power inflation cuts across popular culture. He uses the Die Hard movies as an apt illustration:

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Modular: The New Mongoose Traveller RPG #0: Transported by Free Trader Beowulf!

Modular: The New Mongoose Traveller RPG #0: Transported by Free Trader Beowulf!

Traveller First Edition-small
Like a ray of grit into my comfortable early teenage existence

This is Free Trader Beowulf, calling anyone… Mayday, Mayday… we are under attack… main drive is gone… turret number one not responding… Mayday… losing cabin pressure fast… calling anyone… please help… This is Free Trader Beowulf… Mayday….

35 years and those words still send a chill run down my spine.

I can even see the shelf in the now defunct gaming shop on Edinburgh’s Forest Road. I was there to pick up Chivalry and Sorcery. Even at thirteen, I was a howling medievalist and that game seemed like it would be my game.

However it was a box of little black books — Traveller RPG! — that I came away with that day.

Sure, I’d played it before… briefly… with a kid in the year above and I’d liked firing pulse lasers and negotiating the mean streets of human space.

However, I hadn’t seen the possibilities.

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Take a Crash Course in the History of Computer Role Playing in The Ultimate RPG Handbook

Take a Crash Course in the History of Computer Role Playing in The Ultimate RPG Handbook

The Ultimate RPG Handbook-smallI’ve been a subscriber to PC Gamer magazine for over 22 years, since it launched as a British “Euro mag” in November 1993 (back in the days when computer hobby shops here in the US would carry British gaming magazines for the Amiga and the PC, and the magazines had disks taped to the cover. And there was such a thing as computer hobby shops.) The magazine has long had a terrific stable of writers — including Editor-in-Chief Gary Whitta, who famously left the magazine to become a screen writer. And he did, too, writing The Book of Eli and Rogue One, among others.

The artifact at right is PC Gamer Presents: The Ultimate RPG Handbook; I found it in the magazine section at Barnes & Noble on Saturday. It sorta looks like a regular issue of PC Gamer, except it has no ads, and is totally devoted to my favorite video game genre. Sweet!

Much of it is composed of reprints from the magazine, but there’s new stuff too — like Richard Cobbett’s massive 28-page full-color history of computer RPGs, starting with Temple of Apshai and Beneath Apple Manor, through Wizardry, Bard’s Tale, the SSI Gold Box Games, Star Control 2, Deus ExWitcher 3, and half a zillion titles in between. Cobbett lingers on several of the major series, like Ultima, and particularly influential games like Elder Scrolls:Arena, Baldur’s Gate, and Fallout 3. He doesn’t cover everything, of course, but his breezy style makes the whole thing entertaining and highly readable.

There’s plenty more crammed into the issue, including a feature on the future of RPGs, a long article on Witcher 3, and reviews of major new RPG releases like Fallout 4, Dark Souls III, and Tyranny (maybe they didn’t fit in the regular magazine?) There’s also a few production glitches, like the invitation on the cover to “Flip For More,” and an arrow pointing to the inside cover… which is totally blank. Nonetheless, whether you’re new to the genre or an obsessive collector who (like me) has every single game they mention, this is a terrific way to spend a few hours. Recommended.

The Ultimate RPG Handbook was published by Future Publishing in December 2016. It is 98 pages, priced at $9.99 (US edition), and 148 pages for £9.99 (UK edition). There is no digital edition, though one is promised. Get more details at the website.

Modular: Oz’s Bag of Holding: Breaking Out Basic D&D for the Next Generation

Modular: Oz’s Bag of Holding: Breaking Out Basic D&D for the Next Generation

D&D_Basic_Rules_1981I have here a bag of holding. I am going to pull some things out of it now…

Well, I’ve gone and done it. I’ve broken open the floodgates and moved my children on from Dungeon! The Board Game to the real deal.

This is fortuitous timing, as M Harold Page has launched a new series of posts (READ HERE) on Black Gate about introducing kids to tabletop role playing (which I have been reading with newly-relevant interest).

My daughter and son will soon be turning 8 and 6 respectively. Bringing the son in on things might have been a bit premature — he’s more apt to grab the miniatures and fight with them like action figures than to sit and patiently listen to a Dungeon Master try to paint a scenario in his mind’s eye.

To introduce these acolytes, I dug out my 1981 D&D Basic set (1981 edition). After decades of d20, revisiting this chestnut three decades later is kinda hilarious. D20 is so elegantly simple in concept: Hit a monster with AC 18? Roll a d20, add modifiers, and get an 18 or better. But with old-school D&D, no! You look at the monster’s AC and then have to consult a chart (I confess I’d forgotten what THAC0 even stood for). Cross-reference monster’s AC with character’s level to see what you have to roll. Basic? No, not really. Pretty damn cumbersome!

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Modular: The RPG Fusion of Dragon’s Dogma

Modular: The RPG Fusion of Dragon’s Dogma

Dragon's Dogma-smallDragon’s Dogma is Capcom’s attempt at creating what could be considered Skyrim meets Monster Hunter. The game is an open-world RPG where you and your party fight giant monsters, and I do mean giant.

In their attempt to combine these two, they took one of my least favorite games and mixed it with one of my favorites; leaving me somewhere between the two.

A Dragon-Gone Day

The story of the game is that you are an Arisen; a being with the ability to lead beings called Pawns to battle. When your heart is eaten by a dragon, you begin a quest to get it back and save the world.

The game space is huge for a Capcom game, as you wander through a world full of monsters and really big monsters (but more on that in a minute.)

Unlike other RPGs where you’ll create one customized character, Dragon’s Dogma lets you create two. Your main pawn is your constant companion and you are free to completely customize them as you see fit. Pawns are the name of the game, and will determine whether you’ll succeed.

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Victoria II: When Peace Was Rare, and War Was an Old Friend

Victoria II: When Peace Was Rare, and War Was an Old Friend

Victoria II-smallWhile seeking an escape from the distressing politics of the early Twenty-First Century, I decided to plunge headlong into the distressing politics of the Nineteenth Century and picked up a game I’ve long been meaning to try: Victoria II. It was a good call. This civ-building game is quite an achievement. I find it a good deal more engrossing than the Civ series (admittedly, I have a tough time jumping the mental hurdle of Abe Lincoln building pyramids). Something about the era just hits the spot.

You might wonder how good a Civilization-type game can be if it covers just a hundred years from the 1830-1930s, but think about all the key stuff that happened then. Industrialization. Rise of the nation-state. Colonialism. Marxism. Revolutions in science and industry. La Belle Époque and the Great War.

The challenges in the game are quite convincing, and there’s all sorts of matters to juggle with everything from the immigrant balance of your population to your tech tree (“I’m going to rush Freudian psychoanalysis”). The game is both broad and deep, broad in that you can play just about any nation-state (some require a little jiggering — if you wish to play Poland you first have to control it as a Great Power, then free it. The game allows you to switch nations if you wish every time you do this) and deep in that it allows you to micromanage your economy, if your political regime allows it, that is.

The different nations do have some realistic flavor built into them. You can take Japan out of feudalism, or try to hold Russia together, wake the sleeping giant that is China, unite Germany, or be those miserable fat Belgian bastards in the Congo.

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