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Art of the Genre: Playing D&D 5E and an In-Depth Look at the new DMG

Art of the Genre: Playing D&D 5E and an In-Depth Look at the new DMG

The new 5E artwork reflects Chris Nolan's Dark Knight, which upon reflection might not be such a great thing.
The new 5E artwork reflects Chris Nolan’s Dark Knight, which upon reflection might not be such a great thing.

I’ve spoken a bit in the past about both the 5E Player’s Handbook, as well as the Monster Manual, but today I’d like to take a more in-depth look at the system and the new Dungeon Master’s Guide that will be released this week (the 9th) from Wizards of the Coast.

Unlike my fearless editor John O’Neill, I’m actually going to give you a look at the product beyond reading the jacked cover. [Sorry John, but I couldn’t resist.]

So, let’s get started. My initial impression of D&D 5E was that I wouldn’t be interested in learning a new system as I hadn’t even attempted to pick up D&D 4E. However, after reading the Player’s Handbook, I was intrigued, as were my gaming friends, who had recently returned to playing traditional Advanced Dungeons & Dragons in 2011 after a two year romance with Pathfinder.

Their interest, as well as a thorough read of the PHB, had me wanting to see how the system played on a table. Luckily, in early November, I got the chance to go back to my home town for a weekend in which an extended 5E session was planned.

Delving into the mechanics once more, I designed two characters, both from my Fleetwood family tree, and had the opportunity to lay hands on the system in a way a simple read won’t allow. Character creation, as any gamer knows, is paramount in getting your feet wet, and so once I had characters in hand I was even more excited to see how my abilities would interact with dice, once play began.

As per our usual dynamic, the DM duties were shared by both myself, running the social aspect of the campaign, and my old DM Mark, who ran the traditional dungeon delve side of a new campaign entitled ‘The Runelands of Daro’, set in my Nameless Realms.

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Five Geeky Gaming Christmas Present Ideas

Five Geeky Gaming Christmas Present Ideas

…there are also modern board and card games…
…there are also modern board and card games…

It’s that time of year again and our house is filling up with Amazon boxes.

Kurtzhau, our eldest, has hit 11 and finally passed from that awkward age of grown-up interests but explored through toys — mostly Halo Megabloks — to the open-ended gamer phase. This makes him suddenly easy to buy for and relieved relatives have responded with generosity.

Mostly this has meant Warhammer and Firestorm Armada sets. However, there are also modern board and card games on his and our wishlist, or already in the family game cupboard.

The trick with games is to read the reviews on Boardgame Geek and pay attention to what people say on Amazon. However, if you’re buying for kids and teenagers, or for geeky families, then I thought you might like to see what’s on our radar.

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The Doom That Came to Lovecraft

The Doom That Came to Lovecraft

santhulhuI turned 45 right before Halloween and once again I feel the cold claws of senescence tighten their grip around my throat. I used to pride myself on my memory, which, while not truly “photographic” – assuming such a thing even exists – was always extremely keen. Note that that I said “was.” Lately, I’m finding it harder and harder to keep the details of my wasted youth straight in my mind.

A good case in point concerns when I first encountered the writings of H.P. Lovecraft. I know for certain that it was after I first started playing Dungeons & Dragons, but before Chaosium released its Lovecraft-inspired RPG, Call of Cthulhu. That suggests, then, the likeliest date is sometime in 1980, since, by then, I’d not only have acquired a copy of Gary Gygax’s masterwork, the Dungeon Masters Guide, whose Appendix N cited HPL as one of “the most immediate influences upon AD&D,” but had also made the acquaintance of older players who frequently extolled the virtues of pulp literature to my friends and I.

What I do remember is that, at the time, the very name “Lovecraft” sounded fantastical to me. I almost couldn’t accept that it was a real name, since I’d never heard of anyone with such a moniker before. This probably contributed greatly to the reverence in which I’d later hold his writings, a reverence that has only increased as I’ve grown older and had occasion to read and re-read his stories countless times.

What I also remember was that, not long after learning about the Gentleman from Providence, I rushed to my local library to find copies of his “books,” not yet realizing that most of his output consisted of short stories. What I found were battered copies of some of the Ballantine Adult Fantasy collections, along with the Scholastic Book Services edition of The Shadow over Innsmouth and Other Stories of Horror. The latter had a lasting effect on my imagination, thanks to its creepily comical depiction of a spectral inhabitant of the titular New England town. From then on, Lovecraft’s creations struck a powerful chord with me and, as I later learned, with so many of my fellow gamers. They were the epitome of horror.

How times have changed.

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The Classic Games of Metagaming: Ogre

The Classic Games of Metagaming: Ogre

Ogre Metagaming-smallLast week, I wrote about discovering early Metagaming advertisements in copies of Analog and Asimov’s SF, as well as other science fiction magazines I read in the late 1970s. The ads — for tiny science fiction games I could carry around in my pocket — fired my imagination.

I was already gaming with my friends over lunch at school and the thought of playing games featuring giant robot tanks and wizard duels instead of another round of chess was too much to resist. I mailed off my check and waited impatiently for my treasures to arrive.

Now, ask most young folks how they felt when the magical item they ordered from the back of a comic or magazine finally came in the mail and you’ll hear some pretty sad stories. Those X-ray spectacles? A crushing disappointment. That family of sea monkeys? In reality, tiny frozen shrimp. And don’t even ask about the Polaris Nuclear Submarine.

But Metagaming microgames were not disappointments. Quite the opposite.

Microgame #1: Ogre was one of the first games I ordered from Metagaming. It was not the last. I still remember the first trial games I played with my brother Mike; the thrill of moving my Ogre cybertank relentlessly across the heavily cratered map board. Ogre was a wonderful game — brilliantly simple in design, easy to set up, and lightning fast to play.

It became, in fact, one of the most successful science fiction board games ever published, selling hundreds of thousands of copies. It went through numerous editions, and is still in print and available today — in both a no-frills reprint of the original 1977 edition and a limited edition deluxe version with multiple giant mapboards, more than 500 oversized full-color unit counters, and 3-D models, which will run you over $150 (if you can find a copy).

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The Roots of Microgaming: The Classic Games of Metagaming

The Roots of Microgaming: The Classic Games of Metagaming

Metagaming ad Analog 1978-small

I’ve been writing a lot about board gaming recently. It’s been a big part of my life ever since the late 70s, when I responded to an ad for a line of new “microgames” from a company called Metagaming.

I saw the above ad on the inside cover of Analog magazine, which I started reading with the April 1997 issue, when I was 12 years old. Responding to ads in comics and magazines was something you did in the 70s; don’t look at me like that. Honestly, it was perfectly normal. You mailed a check to some address in Texas, and four weeks later a tiny package arrived in the mail containing X-ray glasses, sea monkeys, or a Polaris Nuclear Submarine. Seriously, the US Postal Service and your mother’s checkbook were all you needed to access all the wonders of the world in the 1970s.

Well, the wonder that attracted my attention in the Fall of 1978 was an advertisement for SCIENCE FICTION GAMES from a company called Metagaming (click on the image above, from the inside cover of the October 1978 Analog, for a high-res version). I’d already taken my first steps into the hobby games market with the classic wargames of Avalon Hill, including Panzer Leader and Starship Troopers. But they were massive, requiring half an hour or more of set-up, and four to six hours to play. These mini-games looked portable and promised to be “fast-playing and inexpensive… a classic wargame that you can put in your pocket and play over lunch.”

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Future Treasures: Dungeon Master’s Guide from Wizards of the Coast

Future Treasures: Dungeon Master’s Guide from Wizards of the Coast

Dungeon Master's Guide-smallThe Dungeon Master’s Guide ships in less than two weeks, finally completing the rules set required to fully run Dungeons and Dragons Fifth Edition.

Truthfully, everything you really need to play is contained in the core rules, barely 25 pages of the Players Handbook (one of the reasons I think the new edition has been such a hit), but players have been waiting anxiously to complete the Fifth Edition rules set and enjoy the full scope of the game. The DMG contains magic items, optional rules, advice for Dungeon Masters, and a lot more.

The Fifth Edition Dungeons & Dragons Starter Set was published July 15, 2014; Andrew Zimmerman Jones did a forensic analysis for us here. The Players Handbook was released on August 19; Andrew reviewed it for us a few days later. The Monster Manual arrived September 30; Andrew was all over it the day before it came out. I was going to review this one, but I’m pretty sure Andrew will beat me to it.

Why wait two months to publish the DMG? No idea, but there’s probably some kind of marketing strategy behind it. The tradition of publishing D&D rules sets in three volumes goes all the way back to Gary Gygax, and he took two years to produce all three (the first Players Handbook was published in 1977; the DMG didn’t show up until 1979.) So I guess we should consider ourselves lucky it’s showing up now, instead of 2016.

Everything a Dungeon Master needs to weave legendary stories for the world’s greatest roleplaying game.

The Dungeon Master’s Guide provides the inspiration and the guidance you need to spark your imagination and create worlds of adventure for your players to explore and enjoy. Inside you’ll find world-building tools, tips and tricks for creating memorable dungeons and adventures, optional game rules, hundreds of classic D&D magic items, and much more!

The Dungeons and Dragons Dungeon Master’s Guide was written by the Wizards RPG Team, and will be published by Wizards of the Coast on December 9, 2014. It is 320 pages, priced at $49.95 in hardcover. There is no digital edition. Get more details at the WotC website.

The Public Life of Sherlock Holmes: Munchkin

The Public Life of Sherlock Holmes: Munchkin

Munhkin_BoxToday, we’re going off topic to talk about the funnest (Most fun? More fun than any other?) game I play, Munchkin.

Those of us old enough to remember micro games recognize the name Steve Jackson as the creator of OGRE. This tiny little “board game” with the flimsy cardboard pieces launched the micro game market. As the founder of Steve Jackson Games, Jackson has produced a great many board and role playing games, including his own RPG system, GURPS (Generic Universal Role Playing System).

Back in 2001, Jackson released Munchkin, a fantasy parody card game with the motto, ‘Kill the monsters, steal the treasure, stab your buddy.’ For several years, I looked down on Munchkin as a cheap attempt to cash in on the RPG field. Then a friend bought the original Munchkin game last year. Boy, was I wrong!!

Munchkin (which comes in several variations), is flat out the most fun I’ve ever had playing a board or card game. It can be played by two, but as I’ll explain below, it really only clicks with at least three. The ‘helping’ dynamic doesn’t have nearly as great an impact in a two player game and things can get a bit flat. But with a third, it’s no holds barred.

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When Stellar Empires Clash: GDW’s Dark Nebula and Imperium

When Stellar Empires Clash: GDW’s Dark Nebula and Imperium

Dark Nebula Game Designers Workshop-smallIn this new Golden Age of science fiction and fantasy board games, when all the chatter is about the latest and greatest mega-games (when it isn’t about the big Fantasy Flight Holiday Sale), I’d like to take a moment to appreciate two classic games of interstellar combat: GDW’s Imperium and Dark Nebula, originally published in 1977 and 1980.

Both may appear simplistic compared to modern games of empire-building in space, like Eclipse, EVE Conquests, or Empires of the Void. At first glance, they may seem more comparable to fast-action games like Perry Rhodan: The Cosmic LeagueAstra Titanus, or the Warhammer 40K game Relic.

But just because both are packaged in relatively small boxes with a slender set of rules doesn’t mean they aren’t ambitious and nuanced games. Both are set in the Traveller universe designed by Marc Miller and, if you’re familiar with that game, they’re a great way to play out some of the far-ranging conflicts that shaped The Third Imperium.

Although it’s probably more accurate to say that Dark Nebula shared a setting with Imperium, which gradually became part of the Traveller universe. Imperium, an ambitious two-player game of space empire conflict set in 22nd Century, was released by GDW in 1977 — the same year the company also published Traveller.  Imperium had a very intriguing backstory, with two great empires in conflict, hints of failed diplomacy, and a vast stellar empire in slow decline.

Conversely, the original boxed edition of Traveller didn’t really have a setting — it was sort of a generic system for role playing in space, and it drew on the popular vision of a galaxy-spanning human civilization found in the science fiction of the time by Poul Anderson, Isaac Asimov, Keith Laumer, H. Beam Piper, and others. (James Maliszewski did a splendid job of re-constructing the formative SF behind Traveller in “Appendix T.”) It was a game desperately in need of a rich setting, and it found one in Imperium.

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Take Advantage of the Fantasy Flight Games Holiday Sale!

Take Advantage of the Fantasy Flight Games Holiday Sale!

Gearworld The Borderlands-smallI jumped over to the Fantasy Flight Games website last night as I was fact-checking my article on their acquisition by Asmodee, when what did I discover but a major holiday sale, running from November 19th through December 1st.

The sale covers a wide range of their catalog, from board and card games to miniatures and expansions for their Dust Tactics, Tannhauser, and Wings of War games, as well as great prices on their Warhammer, Warhammer 40K, and Anima RPG products. They’ve even got great discounts on 20 of their novels. Here’s just a sample of their holiday pricing:

City of Thieves: King of Ashes — list $39.95, sale price $10
Descent: Sea of Blood Expansion — list $59.95 sale price $5
Fortress America — list $79.95 sale price $25
Gearworld: The Borderlands — list $49.95 sale price $10
Reiner Knizia’s Kingdoms— list $29.95 sale price $10
The Hobbit Boardgame — list $34.95 sale price $10
Ventura Board Game — list $79.95 sale price $10
Warhammer FRPG: Black Fire Pass — list $39.95 sale price $5
Warhammer FRPG: The Edge of Night — list $29.95 sale price $5
Black Crusade: Core Book — list $59.95  sale price $20

Whether or not the sale is linked to their recent acquisition (and whether or not it signals they will no longer be supporting some of these products in the future) is obviously open to debate. All the more reason to move quickly if you’ve been contemplating getting any of these games — they may not be available for much longer.

There are hundreds of items on sale, but they won’t last long at these prices, so act fast. Check out the sale here.

Asmodee Acquires Fantasy Flight Games

Asmodee Acquires Fantasy Flight Games

Fantasy Flight logoFrom time to time, we’ve talked about Fantasy Flight Games, a company at the very forefront of the resurgence of fantasy board games in the United States. Their catalog includes some of the most popular and acclaimed genre board games and RPGs of the last decade, including Deathwatch, Descent: Journeys in the Dark, Dust Tactics, Merchant of Venus, Middle-Earth Quest, Relic, Runebound, StarCraft, Talisman, Tide of Iron, Twilight Imperium, A Game of Thrones, Age of Conan, Arkham Horror, BattleLore, Battlestar Galactica, Star Wars X-Wing Miniatures, and many, many others.

France-based board game publisher Asmodee may not be as familiar to many of you, but we’ve mentioned them a few times — most recently with our coverage of their fantasy exploration game Cyclades and the massive space epic Eclipse.

On Monday, Asmodee announced that it had acquired Fantasy Flight Games. Leaders of both companies are trumpeting the strategic benefits of a merger, as it will give Asmodee access to Fantasy Flight’s North American operations and marketing infrastructure, and in return Flight Games will benefit from Asmodee’s distribution and marketing prowess in Europe. No plans to move Fantasy Flight’s headquarters from St. Paul, Minnesota were announced.

This is the second major acquisition for Asmodee this year. Back in August, they announced the acquisition of Days of Wonder, publishers of Ticket to Ride, Shadows Over Camelot, Small World, Pirate’s Cove, Memoir ’44, and many other board games.

No immediate changes to Fantasy Flight are anticipated, which will be a relief to most fans. Read the complete details, including an FAQ on the merger, here.