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Seven Lessons I Learned from RPG Games of Yore

Seven Lessons I Learned from RPG Games of Yore

Final Fantasy 2 Super Nintendo-smallGrowing up, my brother was a huge gamer, and I loved watching him play. He used to rent a Nintendo at the library every weekend, as well as the Final Fantasy cartridge. He would practically turn blue holding his breath all week, hoping no one else would rent it and save over that one precious on-cartridge spot.

Then, when the Super Nintendo was announced, he saved allll of his monies and my dad drove us to the States (it was coming out only months later in Canada!) He bought it, and we stared at those “high-res” graphics on the box all the way back home.

I bought him Final Fantasy 2 (I know, I know, it’s IV, but back in the day, Google didn’t alert us of all these things. Wait, am I old?  I’m going to ignore that.) I had to get Dad to drive me to the States to get it again, and it ate up all of my hard earned paper route proceeds. Totally worth it to see him jump up and down.

BUT, on top of the games teaching me things through their acquisitions (saving, planning, emotional manipulation/whining), I think it’s safe to say that we’ve all learned many other fine lessons from playing pixelated heroes.

Here are a few of mine.

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New Treasures: The Emerald Spire Superdungeon

New Treasures: The Emerald Spire Superdungeon

The Emerald Spire-smallI’ve been playing AD&D with my kids and their friend Will a few days a month (yes, that’s first edition Advanced Dungeons and Dragons. It’s the only version I know how to play. Plus, used copies of the rules are still cheap.)

As I mentioned in my 2013 article, I’ve been gradually running them through Gygax’s classic adventure modules, and setting them on the Outdoor Survival map, just as Gygax used to do. Right now we’re in the middle of G2: The Glacial Rift of the Frost Giant Jarl, which is just as much fun as I remember it.

I mention this because they’ll soon be done with Gygax’s Against the Giants adventure modules, and I’ve been on the hunt for another epic adventure to involve them in. These days it’s superdungeons that get all the good press, and I can understand why. Nothing gets players excited like a truly epic adventure they can sink their teeth into.

I’ve been extremely impressed with the Pathfinder adventures I’ve purchased in the past — including the massive 420-page Rise of the Runelords, a gargantuan hardcover collection of the first six Adventure Path modules — so when I heard Paizo was releasing a standalone supermodule, I thought it would be worth checking out.

The Emerald Spire Superdungeon (yes, Superdungeon is part of the actual title — how cool is that?) was released last summer, and it’s as ambitious and as gigantic as I could have hoped. The dungeon spans a whopping 16 levels, designed by superstars like Ed Greenwood, Frank Mentzer, Michael Stackpole, Lisa Stevens, Sean K. Reynolds, and many others.

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Forbes on the Books that Inspired the New Dungeons & Dragons

Forbes on the Books that Inspired the New Dungeons & Dragons

The Name of the Wind-smallGary Gygax, creator of Advanced Dungeons and Dragons, famously listed the fantasy writers and books that inspired him in Appendix N. We’ve had lengthy discussions on Appendix N, and its suitability as a jumping-off point for a fantasy collection, here on Black Gate.

Now that there’s a new version of D&D on the market, it’s not too surprising that its creators have included their own version of Appendix N. And while I consider Gygax’s Appendix N to be a terrific resource for classic fantasy fans, I was pleased (and not at all surprised) to find that the new inspiration comes chiefly from a new generation of fantasy writers.

Forbes magazine writer David M. Ewalt, who’s written about Dungeons and Dragons before, interviewed Mike Mearls, head of R&D for Dungeons & Dragons and co-lead designer on the fifth edition rules, and designer Rodney Thompson. Here’s some excerpts:

Patrick Rothfuss ”showed that bards didn’t have to suck,” according to Mearls. Fifth edition designers knew that players would use the bard class to create characters inspired by Kvothe, the hero of Rothfuss’ novel The Name of the Wind. “We actually talked about using words of power as big element of the bard, but toned it down as too on the nose.”

Saladin Ahmed ”did a great job of capturing the concept of an adventuring party in Throne of the Crescent Moon,” says Mearls. “A lot of the stuff behind bonds, flaws, all the stuff that binds characters to the campaign, was inspired by reading Throne…”

Mearls, Thompson and the rest of D&D team are also inspired by the storytellers who wrote for previous versions of the Dungeons & Dragons game. Last week, Wizards of the Coast announced “Elemental Evil,” a new storyline in the Dungeons & Dragons product universe tied into several new products: The storyline is based, in part, on the 1985 game module The Temple of Elemental Evil, which was written by Gary Gygax and Frank Mentzer for the first edition Advanced Dungeons & Dragons rules.

David M. Ewalt is also the author of Of Dice and Men: The Story of Dungeons & Dragons and the People Who Play It. See his complete article here.

ConFusion Convention Report

ConFusion Convention Report

GalaxyGameI attended my first science fiction convention in 2000 or so. EerieCon in Niagra Falls, New York. A decade-and-a-half later, I’ve become a regular at some conventions, such as GenCon, but others I don’t regularly attend. The big, more corporately-driven conventions like GenCon, Comic-Con, and DragonCon, are very popular, but it’s the smaller literary conventions where the real die hard fans like to gather. As much as I love many of the media representations of science fiction and fantasy, I fell in love with the genre through books.

Last weekend, I made the drive from my central Indiana home up to Dearborn, Michigan, for ConFusion. I lived in Detroit for 4 years and attended ConFusion several times during that period, but moved away over a decade ago and have only been there a couple of times since. Twice I was fully prepared to go, but mid-January weather caused last minutes changes in my plans.

This year, the weather cooperated. The drive took about 4 hours, and I wasn’t alone. This time it was a family trip, with my wife and two sons (9 and 5 years old) along for the adventure. We typically devote a day as a family to GenCon, but I’ve avoided bringing my kids to the more literary conventions. ConFusion has historically had a pretty solid kid’s track, KidFusion, including a Saturday night pizza/pajama party. It’s definitely one of the more kid-friendly conventions, so we decided to give it a try as a family this year.

Weather allowing, ConFusion is a great convention for those in the Midwest to attend, both for those who love to read and those who love to write. It draws a lot of fantastic authors, including a regular stream of top names in the field, authors that regularly appear on award nomination (and winner) lists.

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Dark Comedy, Retro-futurism and a Bucket Load of Charm: Why Fallout 3 is a Bloody Good Game

Dark Comedy, Retro-futurism and a Bucket Load of Charm: Why Fallout 3 is a Bloody Good Game

Fallout_3I’m willing to bet that, at some point in your childhood, you wanted to be Mad Max, and why not? Mad Max kicks ass: he’s got a shotgun, an Australian accent, a really cool dog, and the most grizzled beard in history: the five o clock shadow. Right then, so take the aesthetics and feel of Mad Max, mix it in with some retro-futurism, a brilliantly realized post-apocalyptic DC, and a bucket load of dark comedy, and you know what you get?

Fallout 3. That’s what you get. And yes, it’s every bit as badass as it sounds.

Now, if I weren’t a rambling, borderline incoherent muppet, I would end this post here and tell you to buy it, but I am a rambling, borderline incoherent muppet, so now I’m going to waste the next 10 minutes of your life telling you why it’s so good.

In fact, no, scratch that, let me go over what’s going on first, give you some context. After slapping the disc in your Xbox or whatever and booting this bad boy up, you’re asked to create your character and call him something stupid (I called mine Moist Pete). From there you live out your childhood in the safe but subjugating arms of Vault 101, one of the underground vaults built before the apocalypse to shelter the world’s best and brightest from the nuclear bombs dropped all over the US by the Chinese. You’ll go through your childhood, getting bullied, going to school and passing your exams and generally having a pretty decent time of things.

Then you wake up one morning to find out that Liam Neeson, your dad, has legged it off out into the wasteland because, according to him, running around an irradiated wasteland and having his legs blown off by an unexploded mine sounds like a lovely way to spend an afternoon. You then find out that everyone in the vault is looking for you too, so, after beating all of your childhood friends to death with a baseball bat and a police baton you go off in search of him, because, let’s face it, a man as smooth as Liam Neeson doesn’t make it through the apocalypse unmolested. He’s gonna need help.

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Elemental Evil Attacks Dungeons & Dragons

Elemental Evil Attacks Dungeons & Dragons

D&D Elemental EvilDungeons & Dragons has transformed itself lately, and that trend continues with the upcoming Elemental Evil storyline set to hit the Forgotten Realms in pen-and-paper, board, and digital formats starting in March and continuing through the summer. In the words of the press release:

Heroes are needed in the Forgotten Realms to discover and defeat secret cults that threaten to annihilate the Sword Coast by harnessing the powers of the elements of fire, water, air, and earth.

Certainly sounds impressive, but before diving into Elemental Evil, let’s quickly review the status of the world’s most iconic fantasy gaming line.

The Road to Now

Back in 2012, Dungeons & Dragons hosted the keynote event at GenCon.  Everyone knew that Dungeons & Dragons was in the process of releasing D&D Next (they were avoiding “5th edition” at that time). Among a lot of experienced gamers, their 4th edition was viewed as a step in the wrong direction. This 2012 keynote was the event where they were going to lay out their strategy for the gaming public. And, I am proud to say, I was there. Since then, I’ve been closely watching the evolution of this process and have been incredibly impressed with what I’ve seen coming out from Wizards of the Coast.

In addition to the fact that they were releasing a new core rule set (which we all knew already), they also announced at this time that Dungeons & Dragons was focusing their entire attention on the Forgotten Realms campaign setting, rather than splitting their attention among a myriad array of different worlds. As the start of this, they released a series of 6 novels from August 2013 through June 2014, each by a different author and depicting how the world-shaking event “The Sundering” (also the name of the book series) was impacting the Forgotten Realms world. The 2013 GenCon keynote coincided with Drizzt Do’Urden’s 25th birthday, and also with the release of the first The Sundering book.

Throughout fall of 2014, after the final Sundering book, Dungeons & Dragons finally began releasing their new set of 5th edition core books. These have been covered fairly extensively at Black Gate. Here are some of the highlights for those interested:

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Where the Next Generation of Geeks is Coming From

Where the Next Generation of Geeks is Coming From

2015-01-03 14.56.52
…like a 14-year-old’s bedroom writ large

It’s like a 14-year-old’s bedroom writ large: tinkerers hunched over half-built scenery, glue in hand… gaming tables jumbled with battle-broken buildings and fearsomely be-weaponed belligerents, miniature figures poised to charge off their flocked bases and wreak mayhem.

And, it’s full of teenagers.

But it’s also full of adults.

Mostly men, from where teenage leaves off right through to middle age. It is, of course, our local wargaming shop (6sToHit, Edinburgh) and I’m here to deliver a pair of 11-year old gamers — my son Kurtzhau and his best mate Dee M — to a taster game of Bolt Action.

The game’s supervised not by a staff member, as per say Games Workshop, but by a volunteer. This seems an odd way to run a business so I quizz the owner…

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Goth Chick News: When Gaming, Books and Zombies Converge…Oh the Joy

Goth Chick News: When Gaming, Books and Zombies Converge…Oh the Joy

Dying Light-smallIt’s been over a year since we first got a peek at an upcoming zombie-killing, gaming extravaganza entitled Dying Light.  Back in August, 2013, Dying Light’s creators Techland hinted that the game would be released in all formats somewhere around May, 2014.

Several months (and delays) later, we finally have a firm date of January 27, 2015 and a lot has changed – not the least of which appears to be the angle of the storyline, though officially the delays were due to the extreme complexity of development.

A year ago we were told this:

Dying Light is a first-person, action survival horror game set in a vast and dangerous open world. During the day, players traverse an expansive urban environment overrun by a vicious outbreak, scavenging the world for supplies and crafting weapons to defend against the growing infected population. At night, the hunter becomes the hunted, as the infected become aggressive and more dangerous. Most frightening are the predators which only appear after sundown. Players must use everything in their power to survive until the morning’s first light.

Awesomeness.

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The Shade of Klarkash-Ton

The Shade of Klarkash-Ton

None strikes the note of cosmic horror as well as Clark Ashton Smith. In sheer daemonic strangeness and fertility of conception, Smith is perhaps unexcelled by any other writer, living or dead.

casSo wrote another great writer of cosmic horror, H.P. Lovecraft. Even given the Old Gent’s tendency toward hyperbole when extolling the virtues of his colleagues, I find it hard to disagree, particularly on this, the 122nd anniversary of Smith’s birth in Long Valley, California.

Of the “Big Three” – Lovecraft, Howard, and Smith – who wrote for Weird Tales during the 1920s and 1930s, CAS is the only one to have lived long enough to have died of old age and yet he’s also probably the least understood and celebrated. That’s a great pity, not just because he’s probably my favorite of that glorious triumvirate, but also because his works are quite unlike any other fantasy or science fiction writer before or since. Jack Vance probably comes the closest to conjuring up the shade of Smith, but there are lots of subtle differences between the two authors that make such a comparison facile.

For one, Smith considered himself primarily a poet rather than a writer of fiction. Even his most straightforward prose pieces possess a poetic character to them that transcends his florid vocabulary and indulgence in archaisms. There’s an incantatory rhythm to his writing that demands it be read aloud; I frequently find myself doing just that when I read a Smith story. It’s a very strange and powerful thing. Rarely have I encountered a writer whose written words so cried out to be spoken (intoned?). When you do so, the experience is like few others in literature. Smith’s writing is luxurious and appeals to all his reader’s senses, including the mind’s eye – that part of the imagination that doesn’t just conceive of people and things and places that have never existed but that strains at the edges of infinity. I find myself at a loss to describe precisely what I mean, but then that’s part of my point. Smith’s work often gives voice to the ineffable in ways that are both exhilarating and terrifying. Few others writers I have encountered can do that.

I make no secret of the fact CAS is my personal favorite of the Big Three of Weird Tales and the one whose works I most wish I could emulate. Though I strive mightily against it, I fear that my own writings evince a style more in keeping with the antiquarian Lovecraft than with the otherworldly poetry of the Bard of Auburn, though not for lack of trying. Smith’s genius is elusive and not easily reproduced.

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A Most-Enjoyable Crisis

A Most-Enjoyable Crisis

dc_comics_crisis_3d_600x600_0If you’ve read DC comics for any length of time since the mid-1960’s, the term “crisis” probably triggers memories of monumental, universe-shattering storylines. It began as the name for several of the major DC cross-over events, ultimately culminating in the classic 1986 Crisis on Infinite Earths storyline, which was one of the most effective efforts to fix continuity errors in comics with a comprehensive universal reboot. (It has since been followed up by DC universal reboots of varying degrees in their crossovers Zero Hour, Infinite Crisis, and Flashpoint.)

So the title of this game-changing expansion to the DC Deck-Building Game (Amazon) should be no surprise. The Crisis expansion (Amazon) introduces significant new elements of gameplay. I’ve played a number of games and expansions, but it’s been a while since I saw an expansion which gave an existing game such a phenomenal revamp as this one.

I first reviewed the DC Deck-Building Game a year ago, in a face-off against the Marvel: Legendary deck-building game. At the time, my 9-year-old son considered the DC game as his favorite, though I came down in favor of the Marvel game, mostly for the following reasons:

  • Marvel: Legendary felt more like narratively being inside a comic book, in comparison to the DC game. Marvel is built around a Scheme Card implemented by specific Mastermind supervillains, meaning that each game has a unique storyline and game objectives. The DC game, on the other hand, involves beating up a pile of villain cards to win.
  • Marvel: Legendary was at least partially cooperative, while the DC game was entirely competitive. Since I mostly play with my son, I prefer cooperative games. Also, from a storytelling standpoint, I felt like a game where I’m supposed to be Batgirl and my son is supposed to be Nightwing should be more cooperative.

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