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“I rolled a critical hit against Yog-Sothoth!”: Revisiting AD&D Deities and Demigods (4th and Final Part)

“I rolled a critical hit against Yog-Sothoth!”: Revisiting AD&D Deities and Demigods (4th and Final Part)

cthulhu 3I’ve read dozens of H.P. Lovecraft’s stories, some of them (“The Rats in the Walls”, “The Colour Out of Space”) multiple times. I’ve studied his seminal essay Supernatural Horror in Literature. But I never have felt compelled to categorize all the various Great Old Ones and Outer Gods and work out their relationships in the overall “mythos” — for one thing, such an undertaking seems to undermine the intent of these Lovecraftian horrors, which was to represent the awful unknown.

August Derleth was among the first to go about classifying Lovecraft’s monsters in any systematic way, which tended to morph the work from pure horror into something more like metaphysical science fiction. Some fans have also criticized Derleth for using a Judeo-Christian framework for his classification, creating a dualistic good-versus-evil overlay that would be anathema to Lovecraft’s own worldview. The dissonance of this theme with the source texts threatened to jettison the original intent: conveying the cosmic terror of the mystery of existence and our precarious place in it.

Plugging Lovecraft’s cast of cosmic creeps into a Dungeons & Dragons pantheon and assigning stats to them (hit points, armor class, etc.) — as the 1980 first edition of Deities and Demigods did — seems vulnerable to this criticism to the utmost degree. Here are these totally foreign, otherworldly entities — and here’s how you defeat them! But it’s human nature. We love stats. We have to classify, categorize, label, and collate. It’s an inevitable progression that tends to water down the capacity of classic monsters to frighten (we’ve worked out how you destroy a vampire — stake to the heart, full exposure to sunlight — or put down a werewolf — silver bullet — or stop a zombie — head shot — so exhaustively that we have to come up with new variations and altogether new monsters to keep readers on the edge of their armchairs).

Still, I gotta admit it’s kinda fun to see what the game designers thought Cthulhu’s class levels should be, or how many hit points might be possessed by Nyarlathotep. If you’re going to introduce these beings into the hack ‘n slash realm of D&D, it’s bound to happen.

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Rogues Gallery

Rogues Gallery

gamestoreThe first roleplaying game product I bought for myself – using money given to me by my grandmother for Christmas 1979 – was the Advanced Dungeons & Dragons Monster ManualI ordered it through the Sears catalog, because, to my 10 year-old mind, that’s what you did when you wanted to buy something “unusual” (which D&D was to me at that time). The thought never occurred to me to look for the book anywhere else, since I didn’t recall ever seeing any RPG products on the shelves of the shops and stores I usually visited.

As convenient as the Sears catalog was, its selection was limited, as I learned after admiring the collection of D&D materials owned by the high school-age older brother of a good friend. This older brother was one of my mentors in the hobby, who initiated me into its mysteries at an impressionable age. He’d acquired his books, adventure modules, and magazines from hobby and comic book shops throughout suburban Baltimore and spoke enticingly about the many other treasures they held. Needless to say, I wanted to visit some of these shops myself.

By the summer of 1980, there were quite a few places selling roleplaying games in my neck of the woods, including chain bookstores (like Walden and B. Dalton) and even greeting card stores. The number of dedicated game stores, though, was quite small. It’d still be a few more years before they started to become, if not commonplace, at least easier to find. Consequently, I became a very loyal customer to those I did find, often hanging out at these places with my friends. And why wouldn’t I? Not only did they have shelves of D&D and other RPGs I’d never heard of, but they also had dice and fanzines and miniature figures. Several of them even had a space or room where people could sit down and play. In many ways, those public gaming spaces held even more appeal to me than everything else, because they gave me a chance to see roleplayers “in the wild” – and what a cast of characters they were!

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Washington Attorney General Files Suit Against Ed Nash for Kickstarter Fraud

Washington Attorney General Files Suit Against Ed Nash for Kickstarter Fraud

Asylum Kickstarter cards-smallIn a surprising move, Washington State Attorney General Bob Ferguson filed a suit Thursday against Ed Nash and his game company Altius Management for Kickstarter Fraud.

I can’t recall a single instance of a Kickstarter creator being sued for non-delivery of a project, but some in the industry have been forecasting this for months — particularly in the face of recent high-profile Kickstarter failures such as John Campbell’s notorious Sad Pictures for Children and Erik Chevalier’s The Doom That Came To Atlantic City.

Here’s a summary of the suit from GeekWire:

Back in October 2012, Nash raised $25,146 from 810 backers — including at least 31 from Washington — for a playing card game called Asylum designed by a Serbian artist and managed by Nash. The campaign exceeded its funding goal of $15,000, meaning Nash was legally responsible for sending every backer the products they paid for. But as the estimated delivery date of December 2012 passed, customers never received their Asylum product. In the months following, angry backers voiced their frustration on the ongoing Kickstarter page comment thread.

“Almost a year and no updates,” one backer wrote. “Ed Nash is in hiding.”

Read the complete article here.

Against the Giants of Chaos: Shadowdale: The Scouring of the Land

Against the Giants of Chaos: Shadowdale: The Scouring of the Land

Shadowdale the Scouring of the Land-smallLast month, I took a look at the the first Third Edition D&D Cormyr supplement, Cormyr: The Tearing of the Weave, released in March 2007. It was a 160-page mega-adventure detailing a vast and sinister conspiracy deep in the Realms, and the first installment of what would eventually be a three-part supermodule.

I wasn’t aware Cormyr was part of a series while I was bidding like a fiend in the front row of the Spring Games Plus Auction. It was just one of several Forgotten Realms products I won, and all I knew at the time was that it was in brand new condition and criminally cheap – probably because it was released for version 3.5 and now was nearly two versions out of date.

So after I read through Cormyr and discovered I had just one third of an epic story line, I went scrambling through the rest of my auction winnings to see if I’d also scored any other parts of the saga. Luckily, I quickly found Part II: Shadowdale: The Scouring of the Land, which picks up the thread and hurtles our adventurers deep into the newly-conquered land of Shadowdale.

Shadowdale lies conquered! Who can free this oppressed land?

Zhentish soldiers, Maerimydran drow, and Sharran cultist have forged a dark alliance to subjugate the peaceful land of Shadowdale. Elminster’s tower lies in ruins, Lord Amcathra governs at the sufferance of the dale’s conquerors, and the very Weave of magic in this embattled land seems to fray with each passing day. The Zhentish yoke lies heavy over Shadowdale — but the Dalesfolk are ready to fight for their freedom, if only they can find true heroes to lead the way!

This Forgotten Realms campaign adventure is designed for characters of levels 9-13. It can be played as a stand-alone adventure or as the second adventure in a three-part series. Each encounter contains tactical information for the Dungeon Master and expanded map features for ease of play.

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Convention Review: Conpulsion 2014

Convention Review: Conpulsion 2014

Conpulsion 2013 taken by Mike Reddy
Conpulsion 2013. Pic by Mike Reddy

The potential GM, a curly-haired Scot of about my age, shakes his head. “I don’t know… ten year olds? I’ve had bad experiences GMing kids who don’t get it.”

“They’re genre-savvy,” I said. “DeeM here runs D&D 4th edition and they’re both experienced players. D&D. Fate…”

Kurtzhau senses my drift and chips in, “And I play Tom Clance—“

Inappropriate computer games,” I interrupt. “They’ll be fine, honest… and it’s OK to swear in front of them.”

So the GM heroically agrees and the boys book in to play a superhero game involving mad scientists.

We’re at Conpulsion, Edinburgh’s yearly gaming convention.

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The Fascination of Dragons

The Fascination of Dragons

The Flight of Dragons DVD-smallI don’t remember when I learned about dragons, but I do remember the first time they took my breath away.

I was ten years old, helping to restack the shelves in my school library while a younger class watched a movie in the next room: a cartoon I’d never seen before, but which I eventually learned was called The Flight of Dragons. As it played in the background, I gleaned that there was a princess called Melisande and some sort of dark sorcerer trying to take over the land — and then, just as the bell was ringing, I saw the dragons: a sleeping field full of them, multicolored and wise, taking flight as the evil magic was lifted.

That image struck some chord within me I hadn’t known was there. Before then, with the saccharine exception of the colorfully coiffed dragons of Lady Lovely Locks, the only dragons I’d seen in stories were evil: the monster slain by St George, Disney villains Maleficent and Madame Mim in dragon form, the fearsome mountain dragon in Emily Rodda’s Rowan of Rin.

But with this single portrayal, I suddenly realized they could be more than that: that dragons could be awe-inspiring, noble, beautiful.

Soon after, I stumbled on Graeme Base’s newly released The Discovery of Dragons, a singularly gorgeous book that only affirmed my fascination; so much so that, nearly twenty years later, I still have my original copy, dust jacket and all. Then came Falcor, the beloved luck dragon of The NeverEnding Story.

But what really sealed the deal for me was a game: the original Spyro the Dragon. Despite the fact that I didn’t have a console, I played video games compulsively whenever I visited friends who did. Thus it was that, during one fateful trip to a neighbor’s house, I discovered the demo version of Spyro and became obsessed. I’d wanted a console before, but now, the idea of not having one — of not being able to play the full game — was intolerable.

I must have been pretty persistent, because sure enough, come Christmas morning, my parents revealed that they’d been paying attention: I received both a PS1 and Spyro and spent the rest of the day playing it. As, indeed, I still sometimes do, along with the first two sequels, Spyro: Gateway to Glimmer and Spyro: Year of the Dragon — not just for the nostalgia value, but because, despite the now woefully outdated graphics, they’re still good games, full of clever puzzles and fun environments, many of which had a similarly fundamental impact on how I envisage fantasy landscapes.

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io9 Looks at the Megadungeon

io9 Looks at the Megadungeon

The Temple of Elemental EvilOver at io9, Ed Grabianowski has posted a thoughtful survey of that underappreciated RPG stable, the megadungeon.

He covers many of the essentials — including The Temple of Elemental Evil, Undermountain, and Castle Greyhawk — and throws in a few clever suggestions I hadn’t thought of (such as the Death Star and Minecraft.) He here is on the modern classic Blackreach:

Blackreach is a signature location in Elder Scrolls: Skyrim. It’s semi-abandoned underground city filled with eerily beautiful glowing mushrooms, strange ruins, rare plants and other oddities. The first time you delve into Blackreach, you can’t help but be a bit awestruck. The silence down there is intense, creating a tension and wonder I’ve rarely experienced in video games. Blackreach itself is massive, but to get to it you actually have to work your way down through another dungeon, a Dwemer ruin. And Blackreach is actually connected to three of these dungeons, so there’s no doubt it’s worthy of the “mega” appellation.

As thorough as he is, there’s plenty left over for folks in the comments section to add, including the epic Rappan Athuk, Dragon Mountain, Judges Guild’s early classic Tegel Manor, Arduin Dungeon, Ultima Underworld, and many others.

I’m disappointed that so far no one has mentioned a few of my favorites, including Monte Cook’s massive (and now extremely hard to find) Ptolus, Gygax’s Castle Zagyg modules, AEG’s ridiculously oversized World’s Largest Dungeon, and Goodman Games’ massive Castle Whiterock. Ah well. Who would have thought the market would be crowded with megadungeons?

You can read Ed’s complete io9 article here.

OMG! Immortal Immodesty (Deities and Demigods, Part 3)

OMG! Immortal Immodesty (Deities and Demigods, Part 3)

Whoops! The Goddess of Pain has had a wardrobe malfunction!
Whoops! The Maiden of Pain has had a wardrobe malfunction!

In my ongoing exploration of TSR’s first edition Deities and Demigods (1980), I must now confront the mammary in the room.

Did you ever notice there’s a fair amount of nudity in those first generation ADD books? I’m just, um, wondering if you guys did. I mean, I didn’t. I just noticed. Someone pointed it out to me — yeah! That’s the ticket! When I was twelve years old, I was much too pious to have had any impure thoughts toward Loviatar, aka Goddess of Hurt aka “Maiden of Pain.”

Okay, I may have noticed in passing that there was less modesty in those ‘70s and early ‘80s realms of fantasy, whereas with second edition on there is nary a nipple to be noticed. The cleaning up happened before the Wizards of the Coast buy-out and seems to track pretty closely with the culture in general (note many PG movies from the same era — say, the original Clash of the Titans — that couldn’t be shown on basic cable these days without heavy editing to assure that preteens aren’t sullied by viewing bare human breasts and buttocks, which they have never seen because who ever heard of the Internet?).

The interior illustrations are gorgeous. This is old-school RPG, so it’s all black-and-white line art by the likes of Erol Otus, David S. LaForce, Jim Roslof, and David C. Sutherland III.

To undress, er, address the tempestuous topic of topless deities in the temples, I must confess that, as an adolescent, I did appreciate the fact that goddesses by and large disdained mortal-kind’s prudery when it came to attire. It’s stunning, really, how many goddesses not only do not cover up their breastesses, but wear outfits that positively accentuate them.

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Roleplaying Game Review: Fate and Fate Diaspora

Roleplaying Game Review: Fate and Fate Diaspora

Diaspora Game-smallThis weekend, I shall be attending Conpulsion, the massive yearly gaming convention held in Edinburgh, Scotland. Mostly, I’ll be teaching a plotting and outlining workshop and demonstrating Historical European Martial Arts. If you’re attending, keep an eye open for me! (I’m the tired dad with the swords.)

FATE is basically the Linux of the gaming world. Its core system is a product in its own right, but people are also free to base their own systems on it, a classic example being the award-winning Hard SF Diaspora.

Articulate, sometimes witty, always enthusiastic, both these roleplaying games appear to have been written by grown-ups who like roleplaying more than they like rules, but still want their roleplaying to be an actual game.

It helps that the core FATE system abstracts everything to four basic actions — Overcome, Create an Advantage, Attack, and Defend — and five categories of parameters — Aspects, Skills, Stunts, Stress Tracks, and Consequences.

This means that, instead of yesteryear’s lovingly created baroque edifices of subsystems, FATE games are as recursive and intuitive as a modern software package. For example, characters, weapons, ships, and space ships all have the five kinds of parameters and can be involved in the four actions.

FATE Core lends itself easily to pick up games. Last weekend, armed with a one-page dungeon adventure and some hastily created “Fudge Dice,” I GM’d my son Kurtzhau and DeeM (both 10) and Morgenstern, my daughter (6!).  The character generation was a hoot (much like my experience with Diaspora) and gave us respectively a disillusioned veteran mercenary, a thief masquerading as a squire, and an axe-wielding barbarian princess. The resulting Aspects, especially “Can’t abide an unfair fight,” “Nobody runs from my crossbow,” and “I like shiny things,” generated drama and dilemmas without much effort on my part. In truth, the party got nowhere near the dungeon, but did have to flee a warlord after the thief stole his magic gem.

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Hope Among the Ruins

Hope Among the Ruins

Gamma World First EditionAs I creep closer to the half-century mark, I find myself reflecting ever more often on my childhood. Though born at the tail end of the 1960s, I consider myself a child of the ’70s, since it was the images and obsessions of that decade that left the strongest impressions on my young imagination. I’ve mentioned before that popular culture in the 1970s was awash with the weird, the occult, and the apocalyptic. The latter saw its expression in the flowering of the “disaster movie” genre, which attained a kind of Golden Age in those days. Nowadays, the disaster films people most recall are fairly conventional ones, like Airport (1970), The Poseidon Adventure (1972), and The Towering Inferno (1974) – all of which I watched on network television after their theatrical releases – but the ones that had the greatest impact on me were those with a more global scope, like The Andromeda Strain (1971), The Omega Man (1971), and Meteor (1979). These were the motion pictures that fed my lifelong fascination with The End of the World as We Know It.

Growing up, I was possessed of the sense that life wasn’t necessarily as stable or as safe as it seemed to be on the surface. Real world events during the 1970s only made this point more forcefully. From the Energy Crisis to stagflation and fears of overpopulation and social unrest, life appeared awfully precarious in those days. And, of course, the ups and downs of relations between “the Free World” and the Soviet Bloc did little to suggest otherwise. Being a child, even a precocious one, I didn’t completely understand the full implications of a global thermonuclear war. I only knew that World War III (as my friends and I conceived it back then) was a virtual certainty, a belief reinforced by all manner of adults, from political commentators who publicly fretted about the implications of Ronald Reagan’s possible election in 1980 to my childhood idol, Carl Sagan, who regularly voiced his opinion that mankind was far more likely to destroy itself than to travel to other worlds.

Despite this, I can’t say that I was frightened by the prospects of the world’s end. Sure, I didn’t look forward to it, but I was just a kid and and I knew that, regardless of my feelings, there was nothing I could do to stave off Armageddon, so why worry? I’d read enough history by this point to realize that no world truly ends. Wars, plagues, and other sundry catastrophes were frequently devastating, marking the end of one era, but something almost always came afterwards. At my young age, I found it hard to countenance the possibility that even a nuclear war would spell the end of everything (despite that being the very reason why so many people lived in utter terror of it). I’d also read enough fantasy and science fiction to conclude that the End of the World might be adventuresome.

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