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Modular: Boldly Go … with Star Trek Adventures RPG Playtest

Modular: Boldly Go … with Star Trek Adventures RPG Playtest

A Starfleet away team encounters some complications in Star Trek Adventures RPG.

A Starfleet Away Team encounters some complications in the Star Trek Adventures RPG

Though Star Trek is one of the most popular franchises in science fiction and fantasy, it’s been over a decade since there has been a tabletop roleplaying game in production set in the Star Trek universe. That’s about to change in 2017 with the release of Star Trek Adventures from Modiphius Games.

The game is currently in development, but if you’re interested in checking it out, you don’t have to wait until 2017. Modiphius has just begun an open alpha playtest, allowing people across the world to begin playing games set in the world, test out the rules system, and provide feedback in time for the final design of the game.

Last Friday, I was able to get together a group to do a trial run of the first open playtest adventure. Though there’s no telling exactly which mechanics will stay the same through the playtest process, what is clear at this very early stage is that Modiphius is putting together a game that captures the feel of Star Trek in a tabletop roleplaying game.

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Modular: Yggdrasill, the Roleplaying Game of “Viking Age” Adventure

Modular: Yggdrasill, the Roleplaying Game of “Viking Age” Adventure

yggdrasillcoverRoutine visitors to this site might remember my survey of Poul Anderson’s works, a regular column that has been on indefinite hiatus for about two years now. Causes for this suspension have been 1. Anderson’s two-book Operation Chaos was an absolute drudge of a read, requiring a recovery period that only now might be over, 2. New responsibilities at home decreased available time for my recreational pursuits, 3. The time share for these recreational pursuits was almost wholly dominated by my weekly Pathfinder campaign, a campaign that now finally might be coming to an end.

It’s unlikely that, with increased time, though, I’ll be returning to the Anderson survey. This is because I’ll move onto running other games, one of which already is underway: Yggdrasill.

At first glance Yggdrasill caters to a niche crowd, and I’m certainly a member of that company. I am a Norse-phile. Within my close community, I am nearly alone in my passionate interest — but for one dear friend, who identifies as Norse neopagan. When I first learned about the game just over a month ago, I knew that this “blood brother” would play the game with me. I also guessed that some others in my community would try it out, as well, and they have.

But as I consider just how many other areas of the globe might have the dynamic of interest that I enjoy, I question how viable a business project Yggdrasill might be. Perhaps I shouldn’t: Vikings appears to be a popular TV show; perhaps that series inspired some gamers to go “full Viking.” The “northern thing” clearly is a mainstay of traditional fantasy gaming, an aspect derived from popular fantasy fiction. But in most games where efforts are made to make the northern atmosphere “authentic” — well, they’re not actually “games,” per se, so much as they are campaign settings and supplements, productions such as Lands of the Linnorm Kings in Pathfinder’s Inner Sea setting for Golarion, and The Northlands Saga in Frog God’s Lost Lands setting, and both of these properties actually are about single regions within much larger campaign settings. But with Yggdrasill the northern thing is the whole thing, and that’s catering to a specific taste indeed!

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Modular: A Brand New Column! And About T1 – The Village of Hommlet

Modular: A Brand New Column! And About T1 – The Village of Hommlet

hommlet_moduleYou might have noticed the name ‘Modular’ being tagged onto the front of some gaming-related posts over the past several months. Well, being the savvy folks we are we here at Black Gate, we know that Role Playing Games (RPGs), whether tabletop or electronic (Pc/video game/MMO) are immensely popular. And we periodically post about RPGs, in addition to other types of games: such as this one I did on the Dungeons and Dragons Board Game line. And because we’re an on-the-ball kind of website, we’ve noticed that those posts do pretty well.

So, beginning in January, we’re kicking off a regular gaming column called…. you guessed it, ‘Modular.’ The primary focus will be on Role Playing Games, but we want to write about all kinds of fun games and gaming-related topics such as movies, television shows, books, etc. Posts will be written by various Black Gate contributors, and we’re also going to invite some industry folks to come visit, like we did with our popular ‘Discovering Robert E. Howard’ series.

I’m really excited about ‘Modular,’ as I think we’re going to be presenting you with some great stuff – both contemporary and nostalgic. From pen and paper Kickstarters to Dungeons and Dragons history. To give you a taste of what’s coming, the following was intended to be one of the first posts in the series next year. It’s a look at just about my favorite module, T1 – The Village of Hommlet. And as I mention at the end, there’s going to be a follow up post with my thoughts on why The Temple of Elemental Evil was delayed for several years.  If you’ve got a topic you’d like us to cover, or even something you’d like to write a post about, email me at upabob@yahoo.com. The latter is how I ended up with my own column, ‘The Public Life of Sherlock Holmes,’ here at Black Gate. So….

The golden era of my RPG life is Advanced Dungeons and Dragons (AD&D).  To prepare for this post, I sat down and read my favorite AD&D module. Now, there are quite a few which I’m still fond of and would like to play again. But T1 – The Village of Hommlet is the leader of the pack. Surprisingly, I’m not particularly crazy about T1-4, The Temple of Elemental Evil (ToEE), the much-delayed sequel, which is usually listed near the top of every “All-Time Greats” list. For me, Hommlet is a completely self-contained adventure in and of itself.

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The Limits of Wargaming #2: Betrayals, Surprises and Strategic Advantage

The Limits of Wargaming #2: Betrayals, Surprises and Strategic Advantage

(Click to buy print)
The King’s forces have fortified themselves into a bend in the river. (Click to buy print)

10th July 1460, near Northampton, England. Battle of Northampton. It’s the Wars of the Roses. King Henry VI — well His Grace’s advisers, anyway — the Lancastrians, if you must — versus the Yorkists led in this case by the Earl of Warwick .

The King’s forces have fortified themselves into a bend in the river.

They’ve got a ditch, wooden stakes, perhaps carts, certainly cannon.  They’re gearing up for a rerun of the Battle of Castillon (an English defeat so utterly embarrassing that the swords of fallen English men-at-arms are a scholarly category in their own right!)

Warwick’s men advance into a hail of armour-piercing arrows, cannon balls and crossbow bolts. It looks as if he’s going to try to grind through the defences — the battle will be down to killing power and morale.

Except it doesn’t turn out that way.

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Modular: An Interview with Jeffrey Talanian, the Creator and Publisher of Astonishing Swordsmen and Sorcerers of Hyperborea

Modular: An Interview with Jeffrey Talanian, the Creator and Publisher of Astonishing Swordsmen and Sorcerers of Hyperborea

hyperborea2ecoverThis November 3-5 I had the pleasure of attending the fourth iteration of Gamehole Con in lovely Madison, Wisconsin. At the con I had the additional pleasure of sitting down at Jeffrey Talanian’s table to play an Amazonian Fighter in Jeff’s Lovecraftian adventure “The Rats in the Walls”. I’m not going to give away spoilers here, but the creepy escapade had more to it than rats in walls! And, despite Jeff’s best attempts to kill us, our party overcame its antagonists in an epic last battle of first-level proportions! If you can’t tell from my exclamation points, it was great fun!

Jeff’s “The Rats in the Walls” takes place in the City-State of Khromarium. This is an area in Hyperborea, which is the official campaign setting for Jeff’s own roleplaying game that is published by North Wind Adventures. The second edition of Jeff’s game currently is 365% funded on Kickstarter with nine days left to go! After our game, Jeff graciously agreed to an interview with me. Here it is:

What is AS&SH?

AS&SH stands for Astonishing Swordsmen & Sorcerers of Hyperborea, a role-playing game of swords, sorcery, and weird fantasy. It is a tabletop RPG inspired by the fiction of Robert E. Howard, H.P. Lovecraft, and Clark Ashton Smith. Its rules are inspired by the works of Dave Arneson and Gary Gygax. AS&SH was released in 2012 as a boxed set. In 2013, it was nominated for several ENnie awards (Best Game, Best Production Values, Product of the Year), and in 2017 it will be rereleased in Second Edition hardback format.

Why did you create a game specific to the flavor of these writers and these genres? Did this grow out of what they call a “homebrew” game? If so, please tell us about that game and exactly how it resulted in AS&SH?

Growing up, I greatly admired fantasy, science fiction, and horror. I started reading genre fiction at a very young age (most notably the Conan paperbacks, The Hobbit, and The Chronicles of Narnia). I also got into comic books and magazines; Savage Sword of Conan and The Mighty Thor were my favorites. I also devoured sword-and-sorcery themed cartoons and films. I never missed an episode of Thundarr the Barbarian, and films like Conan the Barbarian, The Beastmaster, Hawk the Slayer, and Krull really captured my imagination in those halcyon days. I loved Tolkien, and read Lord of the Rings in the sixth grade, but for me it was always the grittier, more personal tales that I’ve loved most: Conan, Kull, Solomon Kane, Elric, Hawkmoon, Corum, Tarzan, John Carter, Carson Napier, Doc Savage, Gray Mouser, etc.

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The Limits of Wargaming #1: Morale, Untried Doctrine and Friction

The Limits of Wargaming #1: Morale, Untried Doctrine and Friction

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A lot of pre-modern battles do just come down to morale.

One warm French afternoon in AD 1176, William the Marshal and the Young King found themselves without their comrades on the main street of the little village of Anet. At the other end stood a local knight, intent on capturing them, plus infantry archers and spearmen.

“What shall we do?” asked the Young King (Henry, heir to the throne of England, who I always imagined played by Rick Mayall at his brattiest).

“Charge them by God!” said the Marshal (I tend to cast Russel Crowe).

And so they did.

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Modular: Castles & Crusades Expands

Modular: Castles & Crusades Expands

cc-coverTo my shame, the first time I ever caught sight of the Castles & Crusades game I simply walked right past its GenCon booth, wondering why anyone needed another version of Dungeons & Dragons. Pathfinder had launched recently, and D&D 3.5 was still going strong, and I just didn’t see the point. As a matter of fact, not knowing about the mechanical innovations of the system or its connection to Gary Gygax, I assumed C&C was a blatant rip-off.

Man, did I miss the boat. I didn’t know that soon other people would be just as tired as I was of bloated skill lists, feats, and rules for every conceivable situation under the sun. I had no idea I’d soon be wishing for an end to the long skill lists and would be longing for the archetypal “simple” way that old school systems had done it. C&C pretty much predated the entire Old School Renaissance, or at least was out at the forefront when the OSR movement was just getting started.

The old school game movement mostly involves repackaging original D&D systems rather than simply encouraging play from the original versions of D&D because, let’s face it, in a lot of the original D&D books it was hard to find things, there were scads of charts, some of the rules were fairly arbitrary, and some of the classes weren’t all that well balanced. The game was still loads of fun, but you started noticing those things after you played awhile. And, of course, until recently, you couldn’t lay hands on versions of the originals without paying for used copies, sometimes through the nose.

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Modular: Astonishing Swordsmen & Sorcerors of Hyperborea — 2nd Edition!

Modular: Astonishing Swordsmen & Sorcerors of Hyperborea — 2nd Edition!

astonishing-swordsmen-and-sorcerers-of-hyperborea-smallBack in December of 2012, Black Gate head honcho John O’Neill wrote a glowing post about Astonishing Swordsmen & Sorcerors of Hyperborea (for ease of typing, we’ll go with AS&SH from here on in). AS&SH was created by Jeffrey Talanian, who co-authored Castle Zagyg with Gary Gygax (The Zagyg saga is worthy of a post in itself).

AS&SH came out of Original Dungeons & Dragons (0E), created by Gygax and Dave Arneson. That is the version that my retroclone of choice, Swords & Wizardry, is based on. Talanian cited Robert E. Howard, Clark Ashton Smith and H.P. Lovecraft as his influences. So, we’re talking Pulp: weird pulp!

Fast forward to 2016 and Talanian has launched an already successful Kickstarter for a 2nd Edition of Astonishing Swordsmen & Sorcerors of Hyperboria. As I type this, with 22 days remaining, it is at 318% funding and is tearing through stretch goals like the Cimmerians at Venarium.

The book will be somewhere around five hundred pages and will include a 32” x “40 color map, as well as an introductory adventure. Ian Baggley’s popular art from the 1st Edition will be supplemented with illustrations from about a dozen new artists. If you like this style of art, AS&SH is absolutely worth backing. Check out the new cover!

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Get a Fresh Take on Dungeons & Dragons in Volo’s Guide to Monsters

Get a Fresh Take on Dungeons & Dragons in Volo’s Guide to Monsters

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There have been 18 different iterations of the Dungeons & Dragons Monster Manual since Gary Gygax authored the first one in 1977. Over at Polygon.com, Charlie Hall has authored a fascinating article about the upcoming 5th Edition resource book Volo’s Guide to Monsters, which takes a fresh angle to the D&D monster book — by adding a story. Hall talked to lead designer Mike Mearls to get the scoop.

This time around, [Mearls] and his team have decided to do something a little bit different. Their next take on the Monster Manual will be called Volo’s Guide to Monsters and, for the first time, it will have a lot more character to it.

“It’s risky,” Mearls said. “In the end, it’s still a giant book full of monsters. No one would argue with that. But I just think that if that’s all the Monster Manual is, then we’re selling ourselves short. So the idea was, the kind of genesis of it, was that want to do something that’s more story oriented.”

Volo’s Guide will have a narrator — two actually. One will be Volothamp Geddarm, an over-the-top, braggadocious explorer. The other will be Elminster, the wise Sage of Shadowdale. And the two will often be at odds with one another. Their differing accounts will be scattered throughout the book, and take the shape of comments scribbled in the margin.

Put simply, the goal is to create a book that high-level players and dungeon masters will enjoy reading. The goal, in the end, is to inspire new stories at the table, not simply reinforce the lore of the Forgotten Realms and ram storylines down player’s throats.

“I have this pet phrase I use,” Mearls said. “I like to say that we’re living in a post Game of Thrones world. Fantasy has changed.”

Read the complete article, “Dungeons & Dragons is changing how it makes books,” here. It includes several full-color sample pages from the upcoming book.

Volo’s Guide to Monsters will be published by Wizards of the Coast on November 15, 2016. It is 224 pages, priced at $49.95 in hardcover. There is no digital edition.

Tabletop Terror: The Dread House Kickstarter

Tabletop Terror: The Dread House Kickstarter

The Dread HouseI have previously discussed the great horror-themed supplements that Paizo is putting out for the Pathfinder RPG, but they aren’t alone in this. With the advent of digital publishing and crowdfunding sources like Kickstarter, there’s an array of new, independent publishers who are finding under-served niches in the gaming industry and creating projects to serve them.

One of these current Kickstarters, The Dread House by Hammerdog Games, is currently fully funded and building toward its initial stretch goals. It has some really unique features:

  • A 128-page hardcover (or digital) adventure/setting book of a haunted house, containing adventures for the Dungeons & Dragons (5e), Pathfinder, and Call of Cthulhu roleplaying games, including multiple possible time periods within these games.
  • Rules for powerful new creatures, including the Dread Ghost.
  • Optional Fear, Sanity, and Soul Point rules.
  • Fictional “ghost stories” written by Kevin Andrew Murphy and Richard Lee Byers.
  • A set of haunted house tiles, matching the maps within the adventure book.
  • Sets of room decoration miniatures, including furniture pieces such as beds, bookcases, bathtubs, and, yes, even a couple of privies!
  • Additions of more adventures, miniatures, and tiles as stretch goals are reached.

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