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Heavy Metal Lyrics, Sword & Sorcery Fantasy and Video Games: A Cultural Synergy by Dr. Fred Adams

Heavy Metal Lyrics, Sword & Sorcery Fantasy and Video Games: A Cultural Synergy by Dr. Fred Adams

Fred_SpaceInvadersLast year, Dr Fred C. Adams, Ph.D., joined our parade of writers in the Discovering Robert E. Howard series with an entry on Esau Cairn, REH’s classic science fiction character. Dr. Adams is back for another guest post here at Black Gate. Put on your headphones and go!


The parallel (and almost simultaneous) ascensions of heavy metal music, video game technology (which later migrated to personal computers), and sword and sorcery fantasy to mass popularity from the early 1970s forward are not coincidental. Rather, they are synergistic. All three draw from the late 20th century youth culture’s fatalism and nihilism, honed to a fine edge in the fin de siècle era of the 1990s.

Consider the aesthetic of the Ur-arcade-video game of the 1980s, Space Invaders: ranks of grotesque aliens march across the screen as space ships fly overhead firing missiles. You, represented by a screen icon, scuttle back and forth, trapped in a small area firing and dodging missiles while trying to destroy the oncoming ranks of invaders before they reach you and symbolically stomp you into the earth.

The more you destroy, the more ranks appear, starting closer and advancing more quickly. You can forestall death for a time, but the denouement is inevitable. You will lose; the programming foreordains that you will die no matter how well or how long you fight. Other games of the era, like Missile Command, and Asteroids followed suit.

An occasional arcade game like Dragonquest allowed victory, but most reduced play to a life-and-death struggle the player will never win. The kill tally represents the only satisfaction—how many of them do I take with me? As the Time Traveler of Wells’ famous novel says of fighting an impossible number of Morlocks in the darkened forest, “I will make them pay for their meat.”

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What No Man’s Sky Can Learn from SFF Worldbuilding

What No Man’s Sky Can Learn from SFF Worldbuilding

If you follow video games, you likely have heard the hype surrounding No Man’s Sky, the space exploration game with a decided pulp science fiction aesthetic that promises a universe with a whopping 18 quintillion procedurally generated planets to discover.

Beautiful planetary vista number 976,234,501--but then, there are billions just as beautiful.

If there’s one thing in this game you’ll never be short of, it’s alien, picturesque vistas

Years of anticipation culminated in the game’s release on August 9, and on that day I, along with legions of frothing gamers, lit up my Playstation, grabbed the nearest 3-liter of Mountain Dew, slid my buttcheeks into the grooves of my favorite easy chair and settled in, happily anticipating a few hundred hours of wonder-stuffed fun.

Only. Well. The game. I mean. It’s. Well.

This video sums up what millions of gamers suddenly felt at once, and were suddenly silenced.

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Two Interesting Roleplaying Kickstarters!

Two Interesting Roleplaying Kickstarters!

take-cover
70s Military Space Opera or screen SciFi with a horror element
I Love the Corps
The rules nicely balance story simulation with tactical gaming

We interrupt normal programming to draw your attention to two roleplaying-related Kickstarter campaigns!

First we have a fast-paced Military SF Horror game.

Earlier this year at Conpulsion, I had the fun of playing the beta version of I Love The Corps. My son — 12 — and his mate — 13 — also had a go and loved it.

It’s a Military SF game with a feel that’s best described as 70s Military Space Opera or screen SciFi with a horror element — think Halo, Verhoven’s Starship TroopersBabylon 5 or Aliens. This is not the super science far future war of, say, Ken McLeod’s Corporation Wars.

Rather, this is the kind of game where Special Forces in powered armour exchange laser fire on the surface of Mars, while ground support drops combat trucks reminiscent of Warthogs.

The rules nicely balance story simulation with tactical gaming  — there are the usual points you can exchange  for stunts and stunning escapes, but ultimately the dice are a harsh mistress… which lends an edge to the experience.

Not only is action structured around cinematic scenes and montages, the mechanics support it! There is a neat system for automatic ability check scores when doing something in what I would think of as narrative summary. Characters can also satisfyingly rampage through low powered NPCs. Most of what you need is on the character sheet. The end result is fast-paced but substantial.

Go check out the Kickstarter page and take a look at the more detailed material there.

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Goth Chick News: Phantasmagoria the Game Turns 21 and Gets a Movie Treatment (Maybe)

Goth Chick News: Phantasmagoria the Game Turns 21 and Gets a Movie Treatment (Maybe)

Phantasmagoria-smallAs you know (or can guess) I have publicly declared Phantasmagoria, the horror-themed video game by Sierra On-Line, as one of my all-time-favorites to this day.

Why you ask, when the quality of today’s gaming experiences are movie-like, compared to which Phantasmagoria’s live-actor-against-computer generated-background appears fairly cheesy?

To start, I’ll re-share some stats that my buds over at Bloody Disgusting dug up as part of their own Happy Birthday tribute.

Back in the ‘90’s when point-and-click adventure games reigned supreme, LucasArts and Sierra were the “Nintendo and Sega” of the era. And Roberta Williams was Sierra’s wunderkind; the designer responsible for a number of hit franchises like King’s Quest, Mystery House, and The Colonel’s Bequest. But in spite of the many titles that Williams worked on, she’s said that her sole entry in the horror genre, Phantasmagoria, is her favorite.

Phantasmagoria to this day remains one of the biggest spectacles of gaming. No expense was sparred and the game sprawled across 7 CD-ROMs due to the heavy amount of FMV (Full Motion Video).

Williams wrote a 550-page script for Phantasmagoria, (a typical movie screenplay is around 120 pages, as a point of reference), which required a cast of 25 actors, a production team of over 200 people, took two years to fully develop and four months to film. Phantasmagoria’s initial budget was $800,000, but by the end of production costs had hit a staggering total of $4.5 million (with the game also being filmed in a $1.5 million studio that Sierra built specifically for it).

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Steve Russell of Rite Publishing – RIP

Steve Russell of Rite Publishing – RIP

SteveRussell2Steve Russell was the CEO and man behind Rite Publishing, a third party RPG publisher that was quite active with Pathfinder, including the very cool magazine, Adventure Quarterly. Pathways, Rite’s free e-zine, is one of the best Pathfinder periodicals you’ll find.

Steve and his pregnant wife, Miranda, had just moved back to his hometown of Dayton, OH, in late June. They were embarking on a new phase in their life when, sadly, Steve was killed in an auto accident.

I backed his Adventure Quarterly kickstarter. We exchanged a few emails about it, but I don’t claim to know him. But he was friendly to me and he was very earnest about Rite’s deliverables.

You can read Steve’s obituary here (with almost two dozen comments from friends and fans) and also tributes from Matt McElroy and Boric Glanduum.

We here at Black Gate send our prayers and condolences to Steve’s family.

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The Public Life of Sherlock Holmes: Dungeon! – A New Kind of Board Game

The Public Life of Sherlock Holmes: Dungeon! – A New Kind of Board Game

Dungeon_boardTSR’s Dungeon! came out in 1975, just one year after Gary Gygax revolutionized gaming with Dungeons and Dragons.

The ground-breaking board game is still an excellent introduction to fantasy gaming over forty years later. The board represents a dungeon, divided into six areas (representing levels) of varying difficulty, differentiated by color.  There are monster and treasure cards for level and the harder the level, the tougher the monsters and of course, the greater the treasures.

The character classes have been changed over the years, but the player chooses from a Rogue, Cleric, Fighter and Wizard and each class needs to collect a certain amount of gold pieces (earned from treasure cards), ranging from 10,000 to 30,000. Also, each hero class performs at its best in certain levels. So you don’t want to take a Cleric to level six, but your Wizard is never going to win by traipsing around level one.

When a hero enters a room or a chamber, they draw a monster card (which might also be a trap). Every monster has a value assigned to each hero (as well as two spell values for the Wizard). The player rolls two six-sided dice and wins on a tie or greater. The monster is dead and the player gets a treasure card. If the Hero loses the fight, one of five things happens, ranging from nothing to dying and losing all of their treasure. The monster and any treasures remain in the room, waiting for another hero to enter.

Heroes explore until they gain the required amount of treasure for their class. The first Hero to make it back to the starting chamber with the requisite treasure wins the game. Bad things can happen on the way back to the starting chamber and the Hero may no longer have enough treasure. And once in awhile, it becomes a race to the finish.

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Need Some Cthulhu?

Need Some Cthulhu?

AP_Sanity1Way back in 2003, The Shackled City began appearing in the pages of Dungeon magazine. Spread over twelve installments, it let characters adventure in a connected storyline from first to twentieth level and really, it was the first incarnation of the modern Adventure Path. Paizo followed this up with two others, Age of Worms and Savage Tide. A post about the real evolution of the Adventure Path, going back to the ‘Giants’ modules from TSR, would be a pretty interesting read. But that’s not this post.

Paizo lost Dungeon when Wizards of the Coast brought it back in-house. As we all know, Paizo went from developing 3.5 materials to the massively successful Pathfinder RPG. And at the heart of Pathfinder has been the Adventure Path: a six module, linked storyline, written by multiple authors, covering levels 1 to 20. Rise of the Runelords kicked things off in 2007-2008 (I highly recommend the Anniversary Edition ) and later this month, Paizo’s nineteenth Adventure Path comes out.

That’s 114 modules of adventuring. Wow. They range all over the Pathfinder world of Golarion and really showcase what a fantastic campaign world it is. I put it up there with the Forgotten Realms as my favorite (I’m not a big Greyhawk guy, myself).

Bet you wondered if I was ever gonna pay off the post’s title, didn’t you? Well, I am. Here’s a description of Strange Aeons:

In a distant land polluted by an alien menace from beyond the stars, a great cancer grows within the earth. As its tendrils reach out through the dreams of those who learn and study its existence, a sinister cult grows more active in preparing the way for a devastation that will destroy more than the minds of would-be heroes. Can the adventures reclaim lost memories in time to stop the advance of a cataclysmic contagion that could threaten all of Golarion? Can they resist the mind-shattering truths revealed by the Yellow Sign, and the monstrous force it symbolizes? The Strange Aeons Adventure Path pits the heroes against the cosmic horrors of the Cthulhu Mythos, with new monsters, mind-shattering terrors, and explorations far beyond the known lands of Golarion.

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Future Treasures: Storm King’s Thunder

Future Treasures: Storm King’s Thunder

Dungeons and Dragons Storm King's Thunder-smallIn 2013 I wrote an article about introducing my kids to the classic Dungeons and Dragons adventure modules of my childhood — including The Temple of Homlet, Steading of the Hill Giant Chief, and Glacial Rift of the Frost Giant Jarl. Last week we wrapped up the climatic Hall of the Fire Giant King with a white-knuckle battle, topping off three years of rousing adventure.

Being the old man that I am, I immediately began to grouse that they don’t make fast-paced, epic adventures like that any more. So I was surprised (and slightly mollified) to see that Wizards of the Coast is releasing a new giant-themed epic adventure for Fifth Edition D&D next month. Just in time for my young adventurers!

Take a stand against the giants in this adventure for the world’s greatest roleplaying game

Giants have emerged from their strongholds to threaten civilization as never before. Hill giants are stealing all the grain and livestock they can while stone giants have been scouring settlements that have been around forever. Fire giants are press-ganging the smallfolk into the desert, while frost giant longships have been pillaging along the Sword Coast. Even the elusive cloud giants have been witnessed, their wondrous floating cities appearing above Waterdeep and Baldur’s Gate. Where is the storm giant King Hekaton, who is tasked with keeping order among the giants?

The humans, dwarves, elves, and other small folk of the Sword Coast will be crushed underfoot from the onslaught of these giant foes. The only chance at survival is for the small folk to work together to investigate this invasion and harness the power of rune magic, the giants’ weapon against their ancient enemy the dragons. The only way the people of Faerun can restore order is to use the giants’ own power against them.

To defeat giants, you need to be giant!

Storm King’s Thunder will be published by Wizards of the Coast on September 6, 2016. It is a 256-page adventure, suitable for characters level 1-11. It is priced at $49.95.

How to Write a Dungeon Crawl (in Actual Fiction and Not a Tabletop Game!)

How to Write a Dungeon Crawl (in Actual Fiction and Not a Tabletop Game!)

dungeon map 2
Extended dungeon crawls are rare in genre fiction.

It’s still a goto for roleplayers, you see the equivalent in movies, but extended dungeon crawls are rare in genre fiction.

Even when you go back to Dungeon and Dragons‘ literary roots, you don’t really find proper dungeon stories!

Conan generally offers up 1-2 room complexes, e.g. in Robert E. Howard’s classic tale “God in the Bowl.” Tolkien uses mega dungeons, but with narrative summary and — unless they are really just an underground battlefield — only limited denizens. Clark Ashton Smith’s Seven Geases  is close to a dungeon in setting, but in form is a quest story that happens to be underground.

Dungeonland
What makes a dungeon fun to play through doesn’t automatically make it fun to read about.

What makes a dungeon fun to play through — a series of puzzles and tactical or diplomatic challenges — just doesn’t automatically make it fun to read about, or easy to write. And the physical drama that works on screen — Indiana Jones stuff with narrow escapes and trundling rocks — doesn’t generate enough wordcount, and can only be visceral for so long.

Even so, it can be done, and modern writers do it and — of course — I’ve been pulling apart good examples to see how and why they work…

Several modern writers have pulled off extended dungeons crawls or similar. Just to name a few random examples: Paul S Kemp’s exquisite Egil and Nix stories are actually about professional dungeoneers in a Sword and Sorcery world. The climax to  Michael J Sullivan’s wonderful Riyria Chronicles entails an underground adventure.  And Kenneth Oppel’s wonderful Steampunk YA Skybreaker takes us exploring a drifting mega-zeppelin.

Taking them and others together, and without spoilers, here’s what makes a literary dungeon adventure work.

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GenCon: The Pathfinder Post (featuring Starfinder)

GenCon: The Pathfinder Post (featuring Starfinder)

StarFinderFor years, the publisher Paizo has been one of the major presences at GenCon. I still remember years ago (2009, I believe) coming upon their booth and seeing a pile of hardcover books for their new (at the time) Pathfinder RPG Core Rulebook (now available in paperback, as well). I didn’t realize at the time that it was transforming the third edition of Dungeons & Dragons into a completely new and improved system of mechanics, and how many hours I would spend in the years to come pouring over their manuals, supplements, and novels.

Though they had some new releases this year, I was really interested in getting more information about their big 2017 release, the science fantasy game Starfinder RPG. We covered this when it was originally announced back in May, but a lot of questions were left open.

I sat down with James Sutter, the Creative Director of Starfinder, and author of two Pathfinder Tales novels, Death’s Heretic and The Redemption Engine. He is also continuing his work as the editor of the Pathfinder Tales line of books. Together with the work as the new Creative Director of Starfinder, this means it may be hard to fit in the writing of a third novel, but as a fan I’ll keep my fingers crossed. For now, he’s definitely got his hands full in bringing Starfinder RPG into the world.

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