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Step into a Dark Alternative London in Unhallowed Metropolis Revised

Step into a Dark Alternative London in Unhallowed Metropolis Revised

Unhallowed Metropolis-smallThe dark fantasy role-playing game Unhallowed Metropolis was published by Eos Press in December 2007. I never got a copy, but I sure heard about it.

Set in an alternative London of 2105, two hundred years after a zombie apocalypse very nearly destroyed civilization, the game included ghosts, psychic powers, failed supersoldier experiments, zeppelins, ghoul colonies, vampires, and darker things. The futuristic dark-age London was made real with a well-conceived historical timeline, fascinating detail, and some terrific art.

The game was updated in 2011 with Unhallowed Metropolis Revised, which features new art, a foreword by Kenneth Hite (Trail of Cthulhu), streamlined rules, complete rules for volatile psychics and spectral entities, details on the wonders of aether technology, and much more. I bought a copy last month at the Fall Games Plus auction, and settled in for a read through today.

So far, I’ve been very impressed. The world building is strong indeed, and the setting splendidly realized. The art is a mix of pen and ink work and black & white photos of some very talented cosplay (the credits list 37 models, two make-up artists, and four photo manipulation artists… a pretty major production, no matter how you look at it).

All that effort has paid off. Unhallowed Metropolis Revised sucks you into the game world in a way I haven’t experienced since Ashen Stars. This is a game that makes you ache to play it.

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Can You Really Role Play on a Board?: Pathfinder: Rise of the Runelords

Can You Really Role Play on a Board?: Pathfinder: Rise of the Runelords

Pathfinder Rise of the Runelords-smallFantasy board games have tried to capture the addictive nature of role playing for decades, but without much real success. In the past few years though, a number of dungeon-delving games have come close, including Descent, Talisman Fourth EditionCastle RavenloftLegend of DrizztClaustrophobia, and a few others. In his recent review of Paizo’s second Adventure Card Game Base Set, Skull & Shackles, Scott Taylor fingered another contender, this one from Paizo:

Of late Paizo had expanded their market with several new product lines, the most intriguing of which are their Boxed Set Card Games. These sets ingeniously combine card building with role-playing with table-top (Think D&D meets Magic the Gathering meets anything done by Fantasy Flight!) Indeed, it is an amazing breakthrough by the Paizo design team, and guess what, it actually works!

Bob Byrne was even more positive in his assessment of the first title in the series, Rise of the Runelords, in his August article on “RPGing with a board

By far, the best board/card game I’ve found that emulates the role-playing experience is the Pathfinder Rise of the Runelords Adventure Card Game. The adventures get more difficult, you level up and the gear gets better. You maintain your items, spells, and levels from scenario to scenario through an entire Adventure Path, rather than start over each game play session. I’m sure I’ll post on that excellent game in the future.

While I wait impatiently for Bob’s full review, I went ahead and ordered a copy. It arrived a few days ago and, while I haven’t had a chance to play a full game yet (mostly because I haven’t figured out how to do that without tearing the shrinkwrap), it looks very promising indeed.

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Modular: The Warlords of the Accordlands

Modular: The Warlords of the Accordlands

Accordlands_CodexI’m going to try to periodically post some reviews of RPG modules and supplements. If you see “Modular” in the title line, that’s such a post. And here’s one!

Warlord: Saga of the Storm was a d20-based collectible card game from AEG. I’ve never played it and know as much about it as I’ve read on Wikipedia. But I do know that in 2006, AEG released four books that made up a fine d20 RPG setting and campaign.

The World Atlas is the best starting point. There’s a long history of the world of Larisnar, going back to The Great Dragon, which destroyed gods and nations before finally being slain. But the essence of the Dragon escaped into the air and became The Storm. While its body fell deep into the earth and produced demon-like Abyssals. Most of the remaining nations and races signed The Accord as a means to survive the changed world.

The Atlas profiles each of the major nations, including those of the dwarves and elves. As part of The Accord, the Dwarves agreed to leave the surface (the Dragon had destroyed their lands) and head underground to protect against the Abyssals. They stayed down so long that the surface dwellers forgot they existed and their selfless dedication.

Meanwhile, the Elves had become short-lived, barely lasting thirty years, so they turned to necromancy. These ain’t Tolkien’s elves!

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The Dungeons (and Dragons) of My Life, Part Two

The Dungeons (and Dragons) of My Life, Part Two

Warhammer First Edition box set-smallHey, folks. Last month I posted the first part of this blog about the Dungeons & Dragons campaigns I’ve run. Now I’m back with the second half.

Before I get back into my tale, I need to make a correction. The last section of my first-half blog was subtitled 1989-2002. I need to amend that to 1989-1992, since it only encompassed my college years. Let’s call it a senior moment and move on. Alrighty then.

1993-2002

So, after college I found a group of players back in my hometown. A couple were old friends from my high school days, and some were new friends. At the time, I was getting into the Warhammer Roleplaying Game as well, so I tried to infuse my D&D campaign with some of those dark, gritty elements. As a result of a growing love of fiction writing (I was still years away from being published at this time), I was also developing more of my own adventure material.

The first campaign out of the gate began with the adventurers waking up after a battle with collective amnesia. They followed a trail of clues to find out who they were and why they had been attacked. Sadly, this campaign only last about half a dozen sessions because I played a rather nasty trick. I allowed my brother to play a double agent inside the group with instructions to betray them when he saw an opportunity.

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Those Thrilling Days of Yesteryear

Those Thrilling Days of Yesteryear

boothillAs my children will tell you, a frequent refrain around my house is “I’m so glad I was a kid in the 1970s.” I say it often enough that my teenage daughter – Lord, help her – is starting to wish she’d grown up during the “Me” Decade as well. I could probably write several posts about why I say this and why I say it with conviction, but I’ll spare my readers such blather at this time. However, I will explain how it’s pertinent to the present post.

Television during the 1970s was a funny thing. Outside of “prime time,” first-run programming was broadly limited to game shows, soap operas, news broadcasts, and, of course, Saturday morning cartoons. That left a lot of air time to be filled, which, coupled with new rules passed by the Federal Communications Commission intended to foster the creation of local content (but generally didn’t, at least in my neck of the woods), meant that I saw reruns of many, many old TV shows and almost as many old movies.

Even though I started watching most of this stuff because there was nothing else on, in retrospect, I’m glad that I did so. Not only did it expose me to content, genres, and actors with which I might otherwise have never become familiar, it also provided me with pop cultural connections to my parents, grandparents, and even just the older guys I’d later encounter in the hobby shops. That’s why, to this day, I’m very much a man out of time, with the tastes and interests of the generation before mine, such as my abiding interest in the Second World War. I suspect many of my age peers are similar in this respect.

One of those pop cultural connections to earlier generations was the Western, a genre that had peaked during the 1960s and was well on its way out the door by the time I was born. Yet, thanks to syndication, I got to see plenty of Westerns (as well as shows, like Gunsmoke and Bonanza, which were still being produced in my early childhood). It’s no surprise, then, that, once I discovered roleplaying games, I’d seek out any that recalled the Western TV shows and movies I’d enjoyed. The first – and, as it turned out, only – one I ever played was TSR’s Boot Hill, co-authored by Brian Blume and Gary Gygax.

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Judges Guild Premium Editions Coming

Judges Guild Premium Editions Coming

JudgesGuild_KelnoreWhen I began playing Dungeons and Dragons in the late seventies, I was a Judges Guild fan. My friend, who had more money, would buy shiny TSR modules. And I would get the cheaper-covered Judges Guild products. F’Dech Fo’s Tomb, Ravenscrag, Inferno (with a real cover), City State of the World Emperor, Wraith Overlord… I loved reading those things.

Frontier Forts of Kelnore guarded the border of my kingdom of Troya, ruled by the great warrior, Astyannax (I got more creative over the years). I even subscribed to Pegasus magazine, right up to the day it was discontinued.

Now, I liked those Judges Guild modules and supplements, but looking back, many did not age well (though a few did). Gaming has changed a lot over the years and reading them is kind of like watching an early talkie from the thirties. They’re out of place.

Having said that, they can still be interesting. I recently considered updating Glory Hole Dwarven Mine to work with Forge of Fury as a Pathfinder dwarven adventure. However, converting those old AD&D/Universal modules would take a LOT of work.

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Game Review: Dead of Winter from Plaid Hat Games

Game Review: Dead of Winter from Plaid Hat Games

dead-of-winter-boxColor me rotting-flesh green and call me thunderstruck. I believe I’ve been playing the best board game in my thirty years of dice rolling this week: the Plaid Hat Games survival horror magnificence that is Dead of Winter.

Ron Burgundy “That’s No Lie” seal of approval. I know I often write here with tongue probing my cheek, but this time I’m undeadly serious. Maybe it was just the subject matter, or how dark the game can get as desperation builds, but I found it my most enjoyable gaming session in memory.

I’m not just trying to squeeze in another gore-dripped Zombie-related post before Halloween, either. I was perfectly willing to let my one sad little movie post for the month be my fall contribution, but honestly, this game has taken over my brain like a Venusian virus brought back to Earth and I must write about it.

Like tabletop gaming with friends? Like Zombies? If either of these conditions = TRUE, you can read through all my blah blah questionable-humor blah blah blah, or you can get off the Internet, utilize your preferred mode of transport (I don’t care about your hair, that’s why God created baseball hats), go to your Friendly Local Game Store and grab this jewel so you can read the rules and play it over the course of Halloween all the more quickly.

You’re welcome.

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Art of the Genre: Owning a Time Machine

Art of the Genre: Owning a Time Machine

Working with artist Den Beauvais on a new Chess cover was a thrill beyond words for an old art geek like me!
Working with artist Den Beauvais on a new Chess cover was a thrill beyond words for an old art geek like me!

It’s true, in a sense. You see, I work as the Art Director for Gygax Magazine, and as such I’m tasked with trying to recreate the artistic feel of Dragon Magazine circa 1984. So, I spend my days not only going over old art, but also trying my best to discover new talent that somehow reflects some of the best aspects of the OSR.

Certainly, there have been others that have tried this type of nostalgia-based marketing. Goodman Games comes to mind with their initial line of Dungeon Crawl Classics, and the same could be said for Rob Kuntz and his Pied Piper Press in the mid-2000s.

Still, it isn’t as easy as it sounds. You can’t simply plug in old artists and make everything perfect. Talents evolve, and in some cases erode, and working with established artists who have trademark styles sometimes limits your ability to direct them inside a product.  Egos must be taken into account, as well as their vision versus yours, and finally how a price point that satisfies everyone can be achieved.

It can be a position of highs and lows, and I’ve had some great successes as well as failures along the way, but never once did I say ‘this just isn’t worth it.’

Why?  Because I love the art.  I love the artists, and having gone so deep into their world, I understand all too well the struggles they face on a daily basis. Each time I get the opportunity to pick up a phone, call an artist, and offer them work is what gives my job meaning.

Gygax provides this incredible vehicle to do just that, and when you finally get to hold the magazine in your hands, feel it just like you did that Dragon Magazine when you were in your teens, you understand just how special it really is.

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Loot The Tomb of Horrors in Style in Conquest of Nerath

Loot The Tomb of Horrors in Style in Conquest of Nerath

Conquest of Nerath-smallWhen I lived in the dorms at the University of Illinois in the early 90s, it wasn’t unusual to see students clustered around tables in the lobby, playing Axis & Allies. The game took up an entire table and there were always a few spectators. Axis & Allies was a massive game, with a truly epic feel, and in the decades since its release, it has seen many versions — 19 last time I counted.

I’ve often wondered why there was no fantasy equivalent to Axis & Allies: a fast-playing game on a massive scale, pitting nations against each other across an imposing map. Sure, there have been a few ambitious attempts from small companies, but most fell down on the production side of things. Axis and Allies wasn’t just huge in scope — the whole game was huge, with hundreds of sturdy components, a beautifully detailed 40-inch folding map, and simple yet elegant rules. Even the box was humongous.

In 2011, Wizards of the Coast released Conquest of Nerath, a Dungeons & Dragons board game that pits four nations against each other in a desperate struggle for total supremacy. I probably would have overlooked it, if it hadn’t been for this rave review by Scott Taylor in July of that year:

In all my years of gaming, and all the games I’ve played, I’d yet to find something in the same realm of awesome as [Axis & Allies] until I sat down to play Conquest. Simply put, this game is an instant classic, a pure gamers paradise that mixes the very best of thirty years of game development into a single cohesive unit. What A&A was as a Risk upgrade, so too is Conquest to everything before it.

I was very excited by Scott’s review, and promised myself I’d buy a copy as soon I could. I finally acted on that promise earlier this month and, after spending some time with the game, I’m very pleased to be able to say that Scott was not off in his assessment.

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Backing my First Kickstarter: Scott Taylor’s The Folio

Backing my First Kickstarter: Scott Taylor’s The Folio

Scott Taylor The Folio-smallOkay, technically Scott Taylor’s The Folio isn’t the first Kickstarter campaign I’ve ever backed. I think that was probably Grim Dawn, the computer RPG from the creators of Titan’s Quest. Plus the Veronica Mars movie. But I only did those because my kids begged me.

So, yeah, I think Scott’s The Folio may be the first campaign I’ve backed on my own. It hasn’t been hard to stay away from Kickstarter so far… there’s been plenty of intriguing projects that have tempted me but, between eBay and Amazon, I already have enough high tech platforms draining my finances, thank you very much. As a collector with poor impulse control, it’s been safest just to stay away entirely.

What’s so magical about The Folio that’s undermined years of careful self-control? Well, first, there’s its creator, Scott Taylor. Scott’s been blogging at Black Gate for many years, and he was a contributor to the print magazine before that. Scott is enormously talented, with five published novels to his credit, not to mention the highly acclaimed shared-world anthologies Tales of the Emerald Serpent and A Knight in the Silk Purse, which he published and edited.

I’ve wondered for years what Scott could do if he focused his considerable talents on the gaming industry, but with The Folio, he has surpassed even my high expectations. The Folio is an ongoing adventure module series using 5th Edition mechanics, adapted to multiple genres.

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