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Discovering Robert E Howard: Morten Braten on The Road To Xoth: World-building in the Footsteps of Robert E. Howard

Discovering Robert E Howard: Morten Braten on The Road To Xoth: World-building in the Footsteps of Robert E. Howard

The Spider-God’s Bride and Other Tales of Sword and Sorcery-small Song of the Beast Gods-small Citadel Beyond the North Wind-small

XothMapBGDue mostly to time constraints, I don’t play RPGs these days, but I still read RPG books pretty regularly – primarily Pathfinder and 3rd Edition Dungeons and Dragons. The pulpiest, most Robert E. Howard-ish stuff I have found is Morten Braten’s World of Xoth. Morten, who wrote the quasi-historical Ancient Kingdoms: Mesopotamia for Necromancer Games, clearly draws heavily on Robert E. Howard in his RPG design. If you haven’t discovered Xoth, you should give it a look. You can start by downloading the new, free, Player’s Guide! Here’s Morten…


I was around 14 or 15 years old when I discovered the Hyborian Age. Hanging out at a friend’s house, waiting for my turn to play some late 80s computer game, I noticed some black and white Conan comics on a bookshelf. The inside cover of each comic had a map of Conan’s world, apparently our own earth as it looked 10,000 years ago.

Even before I had read a single Conan story, the evocative names on that map filled my mind with colorful visions of long-lost lands: Hyperborea, Stygia and Zembabwei; and mysterious places such as Shadizar, Kutchemes, Kheshatta and Xuchotl.

I immediately knew that I wanted to run a role-playing game set in that world. Just around the same time, I had been introduced to Dungeons and Dragons (AD&D 2nd Edition, to be more specific), but at the time I was just learning the system as a player and was not yet ready to take on game mastering duties. In fact, my Hyborian Age campaign did not become a reality until a decade later. By then I had been game mastering several traditional fantasy campaigns, and I had learned a lot about world building from the Greyhawk boxed set.

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The New Yorker on the Tangled Cultural Roots of Dungeons & Dragons

The New Yorker on the Tangled Cultural Roots of Dungeons & Dragons

Empire of Imagination-smallIn a lengthy and sometimes rambling article for The New Yorker, Jon Michaud reviews Michael Witwer’s new biography Empire of Imagination: Gary Gygax and the Birth of Dungeons & Dragons, with particular focus on the anti-D&D satanic scares of the late 70s, and the apparently surprising fact that Gygax was a practicing Jehovah’s Witness. Ultimately though, he finds Gygax a worthy subject for a 320-page biography.

Gygax was an ur-nerd who not only changed the way games are played but who also endured a tumultuous business career that, in the right hands, could make as compelling a story as that of Steve Jobs. He was a high-school dropout who lost his father when he was still young, never had a driver’s license, married early, had six children, two wives, turned an obsession with military war-gaming into a worldwide phenomenon, started a successful company from which he was later pushed out only to return and then be bought out once again. Following a well-trodden path, he went to Hollywood, where he briefly prospered, snorting cocaine and hosting pool parties at King Vidor’s mansion, before failing, miserably, to get a motion picture made. His influence can be seen in everything from video games to The Hunger Games. Like Debbie in Jack Chick’s Dark Dungeons, Gygax, who died in 2008, made his way back to God at the end of his life, writing in January of that year, “All I am is another fellow human that has at last, after many wrong paths and failed attempts, found Jesus Christ.”

Read the complete article here.

When the End of the World is a Mercy Killing: Cthulhu Apocalypse

When the End of the World is a Mercy Killing: Cthulhu Apocalypse

The Dead White World-small The Apocalypse Machine-small Slaves of the Mother-small

Pelgrane Press has produced some of my favorite RPGs and game adventures over the last few years, including The Dying Earth, 13th Age, and the brilliant Ashen Stars. Their latest release, Cthulhu Apocalypse, is a trio of linked adventures for Trail of Cthulhu, which suppose that that the world ended on November 2nd, 1936 and, now that the stars are right, horrific aliens — and darker things — have claimed the remains of the planet.

Cthulhu Apocalypse consists of three standalone products. The first, The Dead White World, contains five linked adventures in the aftermath of disaster that take Investigators through Britain, across the sea to America, and beyond the veils of reality as they struggle to survive. The Apocalypse Machine is a sandbox setting for the award-winning Gumshoe system, which gives Game Masters the tools to create their own global catastrophe, from the first strange rumblings to the final, cataclysmic event. And the third, Slaves of the Mother, contains three long adventures set years later, as the few survivors find their humanity cracking and moulting in the process of becoming something new.

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Shin Megami Tensei and a Different Take on JRPGs, Part 2: The Side Stories

Shin Megami Tensei and a Different Take on JRPGs, Part 2: The Side Stories

Previously I talked about what made the main branch of the Shin Megami Tensei series so amazing when it comes to Japanese Role Playing Game (JRPG) design. While the series has been going strong for over two decades at this point, it doesn’t have anywhere near the same number of titles as Final Fantasy. The reason has to do with how the developers have expanded things with side stories.

Shin Megami Tensei

Side Stories

The concept of a side story is something we see a lot from Japan: Where a story takes place within the same universe or features the same themes as the main narrative, but has something unique to distinguish it. Some other video game examples are the various titles in the Kingdom Hearts series, or direct sequels such as Final Fantasy X-2.

Due to some side stories remaining exclusive to Japan (at least at this time,) we’re going to focus on the ones that have been ported to the US. With that said, we have several side stories to talk about and I want to save the most popular for last.

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Gygax Magazine #6 Now Available

Gygax Magazine #6 Now Available

Gygax Magazine 6-smallI saw a report that the latest issue of Gygax magazine had hit the stands, and checked out the TSR website this morning. Sure enough, it’s now available, and there’s even a very sharp video showcasing the contents and the great layout.

This issue has content for Dungeons & Dragons and Star Wars: Edge of the Empire, plus a superhero roleplaying from Steve Kenson, Pulp Era. Here’s the issue contents:

Last-Minute Locations: Fantasy Villages, by Jason Sinclair
Leomund’s Secure Shelter: Telepathy in First Edition AD&D, by Lenard Lakofka
The Great Outdoors: Outdoor Survival and the Early Years of D&D, by Jon Peterson
The Correllian Starduster: A New Starship for Star Wars: Edge of the Empire, by Dave Mansker
Through the Arcane Lens: Six Magic Spyglasses for D&D, by Paul Hughes
Rituals: More Than Just Magic, by Eytan Bernstein
Policing the Stars, by Steve Kenson
Pulp Era by James Carpio (complete RPG)
Dracovalis by Jeremy Olson (complete game)

Every issue of Gygax includes a fold-out adventure or game, and this time it’s a complete board game of dragons attacking, capturing, and destroying cities: Dracovalis, by Jeremy Olson and illustrated by Aaron Williams.

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Mindjammer Returns

Mindjammer Returns

mindjammer1Longtime Black Gate visitors and readers might remember a time, long ago, when  I gushed about a great new FATE powered science fiction role-playing game, Mindjammer. Back then, it was an expansion for the excellent space opera setting Starblazer Adventures.

Now it’s an animal on its own, and was nominated for two Ennies (the role-playing award handed out each year at GenCon) just this year. I can see why.

I was already impressed with Mindjammer. Back in 2010 Sarah Newton did a fabulous job creating strange new societies and making the far future gameable, including the concepts of neural implants, synthetic humanoids with thanograms (deceased human personalities), sentient starships, and other impressive ideas.

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Victorian Horror: Rippers Resurrected

Victorian Horror: Rippers Resurrected

rippers 1rippers 2I’ve been waiting for this Kickstarter for years. You see, more than a decade ago, when Savage Worlds was newly launched, one of their very first expansions was a setting called Rippers, where brave heroes in Victorian times fought those things-man-was-not-meant-to-know. Those especially daring, or foolish, could harvest the organs or powers of the creatures of the night in the fight against them. These were the Rippers.

It’s only been available as a PDF or (very) expensive used book. I picked it up as a PDF and loved it, both for the setting and included adventures, and for the system. And I’ve been waiting for the an update, rumors of which have been swirling for ages.

I’ve become quite the fan of Savage Worlds because it really is, as advertised, Fast, Furious, and Fun. Savage Worlds places a premium on being streamlined and cinematic so that players and GM can worry about the story and not about the rules.

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How I Learned to Stop Worrying and Love Dungeons & Dragons 5th Edition

How I Learned to Stop Worrying and Love Dungeons & Dragons 5th Edition

Dungeons and Dragons Player's Handbook Fifth EditionThe newest edition of Dungeons & Dragons, 5th edition, recently passed its one-year anniversary. Though I reviewed the books when they first came out, my gaming group didn’t want to give up their current systems to switch over. They’ve been playing edition 3.5 for years, are comfortable with the rule structure, and like leveling up into prestige classes.

One thing that is notable about this edition of Dungeons & Dragons is that players have not been swarmed by supplemental books or a variety of rule options. After a year, it’s rather refreshing that Dungeons & Dragons continues to have retained an emphasis on their core three books:

But this does mean that hardcore gamers like me, who are used to geeking out over systems where you’re really allowed to customize many aspects of your character, may feel like Dungeons & Dragons doesn’t cater to us. This is a bit unfair, and may be a sign that we’ve just gotten too spoiled with abundant choices in other games system.

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Adventures in Spellcraft: Rope Trick

Adventures in Spellcraft: Rope Trick

Calling all old-school gamers, the folks who cut their teeth on the Players1st-edition-players-handbook Handbook, the Monster Manual, or even those long-lost oddities like Eldritch Wizardry and Greyhawk. For those of us still standing, which I do hope is the majority, I’d like to take a quick stroll down Memory Lane.

Don’t worry, it’s only a block or so away, just past Green Town, Illinois, and not so far from my last (highly opinionated) write-up on the ill-behaved sorcery known as Chain Lightning.

Great. Now that we’re walking, let me ask, do you remember that clever little escape hatch spell, Rope Trick? Very handy for “taking five” in the midst of a battle not otherwise going well. Very useful for getting undisturbed shut-eye while camped overnight in hostile territory. Very helpful when the goal of your particular role-playing adventure is to drive the GM bats.

The basics, for those who may not recall, is that the casting of a Rope Trick causes a length of rope to suspend itself vertically in mid-air. Anyone shinnying up the rope will disappear, arriving in a pocket of extra-planar space. The Players Handbook phrased it this way:

The upper end is in fact fastened in an extra-dimensional space, and the spell caster up to five others can climb up the rope and disappear into this place of safety where no creature can find them.

(I’m on page seventy-one, second level magic user spells, for those of you following along on the app.)

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Peril on the Purple Planet

Peril on the Purple Planet

purple planet 1With NASA announcing astonishing news about the red planet, I thought it high time to talk about the purple planet, and the perils therein.

Maybe YOU were clued in, but despite a widely advertised Kickstarter campaign the impending release – nay, even the existence – of the purple planet completely passed me by until I swung by tenfootpole.org and read an enthusiastic review of a splendid sword-and-planet setting. I determined then and there to lay my hands on the product and learn about those perils myself.

purple planet 2My verdict? If you love sword-and-planet you need it. Even if Dungeon Crawl Classics isn’t your role-playing system of choice, you need it. Hell, you might even need if if you like sword-and-planet and don’t intend to game, because it’s just a blast. And I can highly recommend getting the boxed set. In his own review at tenfootpole, Bruce Lynch laments that it could be even cooler if there are more locations, because he read only the basic adventure. Voila, there ARE, within the set.

For once, the hype on the back cover copy delivers on all that it promises. If this sounds good to you, go ye forth and buy it: “The Purple Planet: Where Tribes of man-beasts wage an endless war beneath a dying sun. Where might death orms rule the wastes, befouled winds whistle through ancient crypts, and forests of fungi flourish in the weirdling light. Where ancient technologies offer life… or a quick death.” If that doesn’t sound interesting, I won’t bother trying to convince you to look within.

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