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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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Tabletop Terror: Betrayal at the House on the Hill

Tabletop Terror: Betrayal at the House on the Hill

Betrayal at House on the HillI was the only gamer geek in my family growing up. We played Monopoly, Clue, Risk, and so on, the staple games of the twentieth-century American experience, brought to you by Milton-Bradley, but my mother wasn’t a fan. She and my grandmother both tended more toward word games like Scrabble and card games, particularly Rummy variants. I became an avid Solitaire player early on. And we had an Atari, of course, then a Nintendo. So I was a gamer from an early age, but not a board gamer.

From high school and through college, I pretty much abandoned board games in favor of roleplaying games. Advanced Dungeons & Dragons (2nd edition) at first, but eventually I became engrossed in the World of Darkness system from White Wolf Games (now published by Onyx Path Publishing).

Board games had completely fallen off my radar by the time I got out of college and began actively adulting. Board games, after all, were for kids, right? In the age of roleplaying games and video games, including an array of online roleplaying games, surely there was no way a board game could be nearly as engaging, nearly worth the time commitment to play it.

It was Betrayal at House on the Hill (Amazon) that dispelled that illusion, showing me what board gaming had become while I hadn’t been paying attention.

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Modular: Eye of the Beholder – The Art of Dungeons & Dragons

Modular: Eye of the Beholder – The Art of Dungeons & Dragons

Art is a HUGE part of Dungeons and Dragons (D&D). In fact, you can’t separate the amazing illustrations, (from black and white sketches to glorious color panoramas) from the actual playing of D&D. Of course, this applies to other role playing games. Wayne Reynolds’ illustrations were a big draw for me in trying Pathfinder. But there’s a reason I mentioned D&D.

Eye of the Beholder: The Art of Dungeons & Dragons, a documentary by X-Ray Films and Cavegirl Productions, is due out next year. And what a BRILLIANT idea! In addition to featuring artists and their work, it will also include interviews with game designers, authors, insiders and fans.

 

If this preview doesn’t grab you, I’m not sure you’re a D&D fan. If you read Part One of my history of Necromancer and Frog God Games (you did, didn’t you?), you saw those awesome Necromancer covers. I’ve loved D&D art since I started playing and I even had a puzzle with Larry Elmore’s drawing from the cover of the Red Box.

There’s a very short article about it in Format Magazine that has a bunch of wonderful D&D art from several of the greats. Makes me think of those great Dragon Magazine covers.


You can read Bob Byrne’s ‘The Public Life of Sherlock Holmes’ column here at Black Gate every Monday morning.

He founded www.SolarPons.com, the only website dedicated to the ‘Sherlock Holmes of Praed Street’ and blogs about Holmes and other mystery matters at Almost Holmes.

He is an ongoing contributor to The MX Book of New Sherlock Stories series of anthologies, with stories in Volumes III, IV and the upcoming V

Two Months Until Xmas! Alternatives to Halo Mega Bloks You Need to Test Right Now

Two Months Until Xmas! Alternatives to Halo Mega Bloks You Need to Test Right Now

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Lovely toys. Bit of a curse.

In my geeky neck of the woods, Halo Megablocs are a bit of a curse.

Oh, they are lovely toys! The mini-action figures are robust, the equipment and vehicles lovingly follows the original designs. (The company is also really good about sending out replacement parts, by the way.) Armed with a couple of boxes of the stuff, kids — mostly boys, in my experience, but your mileage may vary — can capture the atmosphere of the original video game series.

And there-in lies the problem.

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Normally 16+ for violence… played by much younger kids (including mine).

Halo video games normally rate around  16+ for violence. However, the shear fact of the existence of a Lego-like tie-in range is a dead giveaway that they’re played by much younger kids. My son ‘Kurtzhau’ has been playing it since he was 8 — we had some great father-son split screen sessions, hunting aliens together, but my original intent was just to expand his MilSF slot to include more than just Clone Wars.

Now he’s 12, it’s lovely watching him teach his 8-year-old little sister ‘Morgenstern’ how to play. And most of her male classmates who have an Xbox have the game, so this lets her play with the boys  —

— and why not? Halo has a wonderful imaginative genuine SF setting, fantastic music, immersive artwork, and though there’s violence, it’s not particularly graphic and has unpleasant consequences. In the single player missions, there’s even sophisticated tragedy of war and dodgy politics threads. In the arena modes, you get a chance to use teamwork to beat the opposition.

The snag is that the grit and grim of the franchise is attractive because it feels adult, which means the kids quickly grow out of the Mega Bloks toys…

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