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Take to the Skies in Iron Battleships in Catalyst Game Labs’ Leviathans

Take to the Skies in Iron Battleships in Catalyst Game Labs’ Leviathans

Leviathans Box Set

I’ve had my eye on Catalyst Game Labs’ steampunk miniatures game Leviathans since it was released in 2012.

Leviathans simulates epic battles in the sky between iron juggernauts in an alternate history/steampunk 1910. The huge, nine-pound game box includes eight high-quality plastic ship miniatures for the British and French fleets, a bunch of ship cards, two massive 18″ x 22″ board-game maps, and instructions on how to use the dice and cards within to simulate the thunderous clash of nations in the clouds. Ten minutes after I opened my copy, I was joyfully maneuvering  my king leviathan battleship over London and, in my best pseudo-French accent, ordering my loyal gendarmes to smash the limey light cruisers and destroyers out of the sky.

Not that it did any good. I still haven’t read the combat rules yet. But lordy, it felt great.

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The Monsters of Golarion: Monster Codex for Pathfinder

The Monsters of Golarion: Monster Codex for Pathfinder

MonsterCodex

If you’ve played fantasy roleplaying games for any length of time, you’ve no doubt fought your fair share of goblins, orcs, and trolls. They can certainly begin to blend together. If you’ve fought one, you’ve fought them all, right? One of the jobs of the Dungeon Master is to find ways to keep things interesting. As I said in a post last week, “A fantasy roleplaying game is defined as much by the caliber of the villains and monsters as it is by the caliber of the players and heroes.”

One way to mix things up is to introduce more monsters, and certainly fantasy roleplaying games have no shortage of supplements that outline new and varied types of monsters.

But another way to keep things interesting is by varying up the existing pool of common monsters, giving them rich backstories and cultures, motivations and plots. In short, finding ways to really make what should be a common monster into something completely new. If you take a basic goblin template and add on 12 levels of barbarian, you have something decidedly more challenging to face!

Of course, creating all of this variability takes time and planning, which seems to be in ever-shorter supply these days. And this brings us to the Pathfinder RPG‘s newest solution: Monster Codex (Paizo, Amazon)

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

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

B1 In Search of the Unknown-smallThe Dungeons and Dragons roleplaying game has been a part of my life since I was a wee lad. My first DM was my father, who was patient enough to walk his eight-year-old and five-year-old sons through the a few introductory sessions. After that I was hooked, but I realized I wanted to be the one “behind the curtain,” controlling the game. And so my odyssey began.

Herein I’ll detail some of the D&D campaigns that I’ve run over the years, starting at the very beginning.

1978

I was eight when I ran my first adventure. My players were my younger brother and a friend from school. I took them through B1: In Search of the Unknown, the module included with the basic D&D box set.

Wow, what a rush. I was hooked from the start, controlling this awesome new game that stretched our imaginations. Even though it’s been more than thirty years, I still remember the cool tricks and traps. Especially the chamber of pools, the teleportation rooms, and the young red dragon I placed in one of the dungeon storerooms just for fun.

After that, they explored B2: The Keep on the Borderlands. I believe I did a TPK (Total Party Kill) in the first session when the players allowed a chaotic cultist to accompany them into the caves. It was very sad (for them… I secretly chortled).

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The Veranthea Kickstarter

The Veranthea Kickstarter

Veranthea Codex-smallToday I invited Ennie award winning Mike Myer to swing by and tell us a little bit about a Kickstarter for his Pathfinder setting, Veranthea, now in its final weeks. Take it away, Mike:

Veranthea is a world that was born the moment I walked into a shabby house in Pittsburgh and played my first game of Pathfinder over seven years ago. It had been a few years since I’d rolled dice with Dungeons & Dragons — a hobby I took to fervently in my youth — and the world we walked into was without a name or real scope. Growing the setting organically, we rotated who was Gamemaster, each of us beginning to draw some color into the world until, after a few months, I was elected to be the permanent GM.

That’s when this crazy ride really started.

I couldn’t stop playing after that and, about a year and a half ago, published my first Pathfinder product. This started an obsession that has culminated in the Veranthea Codex: amazing, distinct worlds — of sword and sorcery, high fantasy, dieselpunk, steampunk, subterranean wild west, and esoteric science fiction — all on one bizarrely beautiful planet.

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Vintage Bits: Icewind Dale: Enhanced Edition Available for Pre-Order

Vintage Bits: Icewind Dale: Enhanced Edition Available for Pre-Order

I have a deep fondness for old school computer games — especially classic RPGs like Wizardry, Pool of Radiance, Wasteland, Starflight, and Baldur’s Gate. Those games helped get me through my teen years (and most of grad school, now that I think about it). So when Beamdog announced an Enhanced Edition of Baldur’s Gate in November 2012, I was thrilled.

Beamdog was founded by two ex-employees of Bioware, the company that created some of the finest computer RPGs ever made, including Baldur’s Gate, Neverwinter Nights, Star Wars: Knights of the Old Republic, and Mass Effect. Co-founder Trent Oster and lead programmer Cameron Tofer formed Beamdog in July 2010 with the vision of bringing old school RPGs to modern platforms, and spent two years lovingly crafting a complete re-write of Baldur’s Gate — originally released only for Windows 95/98 — for modern versions of Windows, iPad , OS X, and Android. Their version eventually included over 400 enhancements, like new high-res cinematics, UI improvements, enhanced multiplayer, bug fixes and higher level caps, and over six hours of bonus quests & new adventures. It was, in short, the ultimate edition of Baldur’s Gate.

As excited as I was to see the Baldur’s Gate: Enhanced Edition — and its sequel, Baldur’s Gate II: Enhanced Edition, released in 2013 — I was even more delighted to learn that Beamdog’s next project was Icewind Dale: Enhanced Edition. Icewind Dale was my favorite of the Dungeons & Dragons Infinity Engine line of games (which included Baldur’s Gate I and II, Planescape: Torment, and several others), and I have very fond memories of playing it with my children over a dozen years ago.

Now Beamdog has made Icewind Dale: Enhanced Edition available for pre-order on their website for just $19.99, in a package that also includes both of the expansion packs: Heart of Winter and Trials of the Luremaster. Check out the trailer for the enhanced edition above.

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New D&D Monster Manual Unleashed on the World

New D&D Monster Manual Unleashed on the World

D&D Monster Manual Fifth EditionA fantasy roleplaying game is defined as much by the caliber of the villains and monsters as it is by the caliber of the players and heroes. Though Dungeons & Dragons has always been driven primarily by the imagination of the Dungeon Master and the players, the fact is that you can usually get only so far with just the Player’s Handbook (Amazon). It has the basic rules mechanics for playing the game, but lacks the array of exotic monsters necessary to populate – and threaten – the fantasy world that the characters are exploring.

With the arrival of the new 5th edition D&D Monster Manual (Amazon), that gap has now been alleviated. This book contains a beautifully-illustrated 350 pages of monsters, adversaries, and maybe even a few allies to introduce flawlessly into 5th edition games. The name really says it all; it is a manual full of monsters. There’s an appendix of “Miscellaneous Creatures” and one of “Nonplayer Characters” which are also useful, but there is one stand-out mechanic introduced that is worth mentioning in its own right, for those who might be wondering if the book is worth picking up.

Legendary Creatures

The manual contains a class of “Legendary Creatures” which “can take special actions outside their turns, and a few can exert power over their environments, causing extraordinary magical effects to occur in their vicinity.” In addition to these “legendary actions,” legendary creatures also sometimes come along with a lair, which gives the legendary creature ability to take extra “lair actions” and may have ambient powers, representing how the legendary creature’s power has physically warped the terrain of the lair.

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The Public Life of Sherlock Holmes: An Index (So Far)

The Public Life of Sherlock Holmes: An Index (So Far)

Index_Holmes
An awesome print by Tom Richmond of Holmes on screen over the years. I own print #7 of 450

Surprisingly, The Public Life of Sherlock Holmes has now made it to thirty posts. While I’m sure the dedicated reader types ‘Public Life of Sherlock Holmes’ in the search field to call up all the posts in the series, I said to myself (I talk to myself a lot),  “Bob, there’s got to be an easier way for someone to bask in the entirety of your writings so far.”

And there is! Below is an index with links to all the posts, followed by some topics likely to come.

 

Sherlock Holmes/Sir Arthur Conan Doyle

The Public Life of Sherlock Holmes – Introduction to the column (rather unoriginal title, eh?)

Lord of Misrule – Christopher Lee as the great detective

The Case of the Short Lived Sherlock – One of my favorite Holmes’, Ian Richardson

Creation to Death and Back – A good intro to Holmes, focusing on Doyle’s love-hate (minus the love) relationship with his most famous creation

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Art of the Genre: How Paizo Continues on Where Others Have Failed, a Review of Skull & Shackles Base Set

Art of the Genre: How Paizo Continues on Where Others Have Failed, a Review of Skull & Shackles Base Set

PZO6010_500One of the longest tenured game designers in RPG history has to be Steve Winter, as he started with TSR in the early 1980s and continued on with the company until roughly December 2012, when he was finally ‘let go’ by Wizards of the Coast.  If those 30 years translate to anything, I would think it is an in-depth knowledge of the business of RPGs.

Once Winter was on his own, he posted an incredibly candid blog article concerning how ‘broken’ a business model  any company building around an RPG actually is.  To sum it up, he basically indicated that after the three core books (Player’s Handbook, DMG, and Monster Manual), all other products are A: unnecessary to the system as a whole, and B: that continued supplements ‘break’ any game’s mechanic system eventually and require a ‘reset’ to both correct the system and also increase company profits which will have flagged since the initial release.

That said, it is easy to see why once powerful companies like TSR, FASA, Game Designers Workshop, and White Wolf eventually collapsed under the weight of an impossible business model.  It also helps us understand why self-replenishing profit systems like miniatures and cards actually do work as a business model in the hobby sector.  Look no further than Games Workshop to understand this, and later Wizards of the Coast with their Magic the Gathering bonanza, and finally Privateer Press with Warmachine & Hordes, that directly mimic Warhammer.

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Art of the Genre: The Top 10 TSR Cover Paintings of All Time

Art of the Genre: The Top 10 TSR Cover Paintings of All Time

Sorry Wayne, you aren't making this list
Sorry Wayne, you aren’t making this list

I’ve spent 30+ years looking at RPG artwork and I’ve yet to get tired of doing so. Sure, there are days when I wonder how the fantasy art world went to hell, but those are few and far between, as there are enough great new artists that still manage to inspire me in the mix of things [yeah Cynthia Sheppard I’m talking to you].

Nonetheless, I did begin thinking about well-aged TSR art this past month when James and I started digging in the nostalgia mines of old boxed sets. It prompted me to consider just what a ‘Top 10 list of TSR cover artwork’ would look like.

And to be clear, I wasn’t thinking about D&D in particular, but simply TSR catalogue stuff, which of course puts any artwork post WotC acquisition out of the picture. It does, however, allow for the additional inclusion of other games, although as I comprised this list I found it nearly impossible to include them. D&D, as it should be, dominated the RPG landscape from the mid-1970s, and thus is the bag of holding that any role-player will go back to again and again.

There are so many ‘things’ that could go into the making of this list, but for today I’m going to go with my gut. If I had feelings for it, it gets considered. If I know a lot of people owned it, it gets considered. Other than that, I don’t really have much to lean on other than the fact that this is what I do. I deal in old art. I buy it, I sell it, I broker it, I contract for it, I agent for its creators, and as you can see here, I blog about it. My only regret is that I wish it paid more, but since when does living your dream always to come with luxury?

That said, one name found on most RPG art lists these days won’t appear here because he came too late, and frankly, his greatest recognizable cover was done not for TSR, or WotC, but for Paizo. Yes, this means no Wayne Reynolds, but that is how this list is going to roll, so without further introduction, I give you my personal list of ‘Top 10 TSR Cover Paintings.’

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In the Mail

In the Mail

AE08Despite what my post last week may have implied, I too have been culling my RPG collection. This isn’t driven so much by a concern about space – that’s what garages are for, after all – but utility. In the thirty-five years I’ve been involved in this hobby, I’ve accumulated a lot of games, but how many of them do I actually play with any regularity? Heck, how many of them do I play at all?

The answers to those questions are surprisingly short, as I’ve discussed before. Of course, I’m not so stonyhearted that I’d consign to the flames (or at least eBay) any RPG I hadn’t played in the last year or two. I’m a hopelessly sentimental guy who revels in nostalgia and youthful memories. That’s why I keep around Gamma World and Gangbusters, neither of which I’ve played in decades. I used to play these games with great regularity and I hold out hope that I will get to do so again (plans are afoot for a new Gamma World campaign later this month!). But Blue Planet or Spycraft or even D&D settings like Planescape or Dark Sun? Nah.

Overall, then, my RPG collection is growing smaller, though I prefer to think of it as growing more “focused.” That said, its size isn’t wholly on a downward trend. That’s because, while I’m buying very few new games, I’m continuing – even increasing – my purchase of RPG fanzines.

When I was a kid, gaming fanzines weren’t on my radar. I read Dragon and, later, White Dwarf, and was vaguely aware of Different Worlds, but all three of those were professional magazines produced by game companies rather than photocopied (or “Xeroxed,” as we said back in the day) pages lovingly stapled together in someone’s basement and then sent through the mail. I dimly recall hearing about Alarums & Excursions, probably from one of the older guys who hung around the hobby shop, though, as they would have been quick to point out, A&E is an amateur press association, not a ‘zine, a distinction that’s still somewhat obscure to me even today.

Regardless, fanzines played a vital role in the early days of the hobby, disseminating not only news and reviews, but also ideas derived from what players and referees were actually doing with RPGs at the time. Reading them, one could see the myriad ways that roleplaying games were being interpreted and expanded upon, which in turn sometimes gave birth to whole new games and approaches to gaming, something that, even now, sets them apart from the slicker, better produced “pro ‘zines” that followed in their wake.

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