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Delve Into a 3-Part Supermodule With Cormyr: The Tearing of the Weave

Delve Into a 3-Part Supermodule With Cormyr: The Tearing of the Weave

Cormyr The Tearing of the Weave-smallI’m still digging into the fabulous Forgotten Realms products I won at the Spring Games Plus Auction, all of which were brand new and criminally cheap – probably because they were written for D&D version 3.5 and are now a little out of date. Not that that bothers me; I mostly play version 1.0 anyway.

I’ve been very impressed with what I’ve sampled so far, including Lost Empires of Faerûn and Underdark, both of which were top-notch. They proved easily adaptable to my current campaign, and Underdark in particular is a truly superb resource. I wish I’d had it years ago. My subterranean adventures would have been vastly richer and more imaginative.

Cormyr has quite a history and was well explored in earlier releases long before this book hit the shelves. It is perhaps the most majestic kingdom of the realms. It first appeared in a handful of short stories in the 1970s by Forgotten Realms creator Ed Greenwood and was described in detail for the first time in TSR’s groundbreaking Forgotten Realms Campaign boxed set in 1987. It has featured in numerous supplements and novels ever since — including Forgotten Realms Adventures (1990), The Forgotten Realms Atlas (1990), The Player’s Guide to the Forgotten Realms Campaign (1993), and especially the 1994 accessory Cormyr by Eric W. Haddock and Paul Jaquays, which detailed the land’s history, royalty, people, and geography in 64 packed pages.

Cormyr has also been the setting for over a dozen Forgotten Reams novels, including The Empires trilogy by David Cook, Troy Denning, and James Lowder (1990 – 1991); The Cormyr Saga by Ed Greenwood, Jeff Grubb, and Troy Denning (1996 – 2000); and two trilogies by Ed Greenwood: The Knights of Myth Drannor (2006 – 2008) and The Sage of Shadowdale (2010 – 2012). If Cormyr were a tourist destination, it would be The Hamptons.

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A Classic Moral Panic: The BBC on The Great 1980s Dungeons & Dragons Panic

A Classic Moral Panic: The BBC on The Great 1980s Dungeons & Dragons Panic

D&D boxed sets-smallIf you’re as old (and as good-looking) as I am, you probably remember the occasional media hysterics surrounding Dungeons and Dragons in the late 70s and early 80s. Reports of teens committing suicide after playing D&D, getting lost in steam tunnels, turning to devil worship… it got to be almost routine by the mid-80s. You didn’t even pay attention after a while.

It certainly caused problems for some gamers, though. I knew of a few who were forbidden to play D&D by their parents. My own parents certainly heard the reports, but my Dad had a practical solution… he asked to sit in on a game. He rolled up a character named Drawde (Edward spelled backwards) and trooped down in the dungeon with us.

It was a decent enough session, actually, although my brother Mike and I exchanged a few wide-eyed glances as Dad started busting in dungeon doors. My older sister Maureen tagged along, and even my Mom joined in for a while. I remember Maureen found a +1 ring and when I explained it protected her from attack, she sauntered to the front of the party and started talking smack to the next group of orcs they ran in to.

She got peppered with arrows, and my father had to come to her rescue. She hung out in the rear after that. “Anyone want to buy a magic ring?” she asked.

We never had another family session of D&D. But my father was apparently satisfied that the game wasn’t leading Mike and I towards eternal damnation and we were never questioned after that, even as the press reports about the game got crazier. I think I still have Dad’s character sheet somewhere.

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Catching Up on the Gaming World with Fate Diaspora

Catching Up on the Gaming World with Fate Diaspora

Diaspora EHP Softcover Cover 6x9 220
…a rainy holiday afternoon (in space)

The firing squad lines up across the ruined courtyard.Perspiration drips into Tahm’s eyes. The not-flies settle on his face. He strains against his cuffs, the rough wood of the post scraping his arms.

The sergeant barks an order, startling a swarm of lizard-birds into the sky. Twelve rifles come to bear.

Tahm watches the lizard-birds, mentally follows them to where they will roost. He’s a scout and the jungle is his life. Was his life. Soon the jungle will gain life by feeding on his body.

There’s a cracking sound like lightning striking distant treetops, screams, more cracking. Then silence.

Tahm looks down into the courtyard. The execution party now lie sprawled in the mud, smoke billowing from ruined heads and torsos.

A man in scarred battle armour emerges from the ruins. He carries no unit insignia, belongs to neither side in the civil war. Nor does his gun belong; a sleek energy weapon that can only have come from orbital factories of the Grim system.

Their eyes meet.

“Don’t shoot me,” says Tahm.

The gun man’s eyes narrow. “You didn’t see anything.” He turns away and vanishes back into the rubble.

Moments later, the dead men’s assault shuttle roars into the sky, leaving Tahm still tied to the post, now surrounded by corpses.

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Art of the Genre: I.C.E.’s Middle-Earth Roleplaying Part Four: The Maps

Art of the Genre: I.C.E.’s Middle-Earth Roleplaying Part Four: The Maps

MIddle-EarthHave you ever designed a campaign and thought to yourself, ‘Damn, this is so good, I should build a company on it?’ Well, certainly you aren’t the only one, and dozens of game companies have been born from folk’s home brew campaigns, but it wasn’t until very recently that I realized that I.C.E.’s Middle-Earth Role-Playing was born of the same ilk.

Now before you all go running off to Twitter about Tolkien being a RPG nerd, you have to have the full understanding of what I’m talking about. First and foremost, Tolkien WAS NOT a gamer, but that didn’t mean that his world wasn’t ripe for table-top role-players to want to explore in the mid to late 1970s.

One case in particular came out of the University of Virginia in 1977, when then student Pete Fenlon decided he wanted to create a role-playing game around Tolkien’s world for some friends on campus.

My first question upon finding this out was, ‘Why didn’t you just play D&D?’ and Pete’s answer was simple: D&D simply wasn’t Tolkien. As an avid camper and backpacker, as well as a member of the SCA, Fenlon understood way too much about Tolkien to throw a campaign into a world of negative integer armor classes and D20 to-hit charts.

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Black Hat

Black Hat

bblumeAs I’ve mentioned a couple of times before, I entered the tabletop roleplaying world in late 1979 at the ripe old age of 10. By that point, Dungeons & Dragons – and, by extension, the hobby it spawned – were already five years old. Consequently, I can’t be numbered amongst the earliest adopters of this new form of entertainment. Even by that date, there was a lot of water under the bridge of which I was very much unaware. Moreover, unlike many of my elders in the hobby, I wasn’t a wargamer (either miniatures or hex-and-chit) and I wasn’t all that well read in the fantasy literature that inspired D&D. I was most definitely a Johnny-come-lately, loath though I would have been to admit it. In fact, it rankled me a bit. I didn’t want to be one of “the kids,” as my friends and I were often called by the teenagers and college students who frequented the hobby shopsBesides, I reasoned, how could I be a kid when my beloved Holmes boxed set proclaimed that D&D was “the original adult fantasy role-playing game?”

I eventually got my own turn to look down my nose at D&D players younger than myself when the multi-colored boxed editions written and edited by Frank Mentzer started to appear in 1983. I loudly proclaimed those “kiddie Dungeons & Dragons” and didn’t want anything to do with them – except for the Companion Rules released in 1984. I had expected the Companion Rules since 1981, when they were mentioned in David Cook’s original Expert Rulebook. Despite my disdain for these new editions, with their Larry Elmore covers and Bowdlerized presentation of D&D, I nevertheless furtively bought a copy of the Companion Rules, hoping it would live up to my expectations. It didn’t–I’m not sure there’s any way it could have – but I liked it anyway. I liked it enough that I still have my copy of it to this day and frequently pull it off the shelf to read. 

I did this the other day and read its preface for the first time in many years. In it, Mentzer says the following:

This game is like a huge tree, grown from the seeds planted in 1972 and even earlier. But as a plant needs water and sun, so does a game need proper “backing” – a company to make it. As the saying goes, “for want of a nail, the war was lost”; and for want of a company, the D&D game might have been lost amidst the lean and turbulent years of the last decade. This set is therefore dedicated to an oft-neglected leader of TSR, Inc; who, with Gary Gygax, founded this company and made it grow. The D&D Companion Set is dedicated to

BRIAN BLUME

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Descend Into the Depths of the Earth in Forgotten Realms: Underdark

Descend Into the Depths of the Earth in Forgotten Realms: Underdark

Forgotten Realms Underdark-smallI’ve been fascinated with underground gaming ever since I took my first steps in Gary Gygax’s imaginative underworld in the classic 1978 AD&D module D1: Descent into the Depths of the Earth. That adventure — which first introduced the complex and sinister machinations of the drow — was one of the most popular ever released for AD&D and it has been much copied and imitated over the decades since.

A message not lost on TSR and WotC over the years, who have explored and expanded on Gygax’s concept of ancient and hostile subterranean civilizations in several releases — especially the popular Underdark products. With the publication of D&D Third Edition, the masterminds at WotC commissioned an updated version of Underdark for their Forgotten Realms setting, and it appeared in hardcover in 2003.

All of which is background to explain why I was sitting in the front row at the Spring Games Plus Auction and nimbling up my bidding arm when I saw a brand new copy of Underdark make its way to the auction block.

Bidding opened at a buck and was never very enthusiastic. D&D supplements one or two editions out of date don’t seem to command much interest these days and I walked away with it for the criminal price of seven bucks.

Their loss. Underdark is a terrific buy for any D&D gamers looking to add a fully fleshed-out subterranean setting to their existing campaign.

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BattleLore: You Got Your Goblins in My Hundred Years War!

BattleLore: You Got Your Goblins in My Hundred Years War!

Battlelore-smallWhen I set up our first game of BattleLore (no easy task), my wife wasn’t in the room. The game ready, I said, “Do you want to play the French or the English?”

“French.”

I know my wife so well. Still, I’m not a complete bastard.

“It’s the battle of Agincourt.”

Pause. “Maybe I can change the outcome.”

She did and decided this was a strategy game for her. Stepping back even further in time, she proceeded to stomp me at Chevauchee and Burgos. A funny thing happened at Burgos, though. I brought goblins to the party. They were eager to charge into battle, eager to flee. The latter was my undoing. Failing to provide a clear path of retreat for units that retreat with haste can be… messy.

Dwarves then weighed in on the side of the French, and eventually a giant spider showed up, first for the French, then the English. (Fickle creatures, arachnids.)

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Victory for Centurion

Victory for Centurion

And so, my first Kickstarter adventure comes to a close.

I have received the information on the cost of shipping, and while that actually isn’t completely done (we still have a backer in Europe whom we seem unable to connect, even with a third package sent), the extra cost of that – I am praying – will be under $75, all told.

In the end, I consider the Centurion: Legionaries of Rome Kickstarter an incredible success. Not only did we fund, we hit the first stretch goal. We have delivered all backer rewards (save the one errant European package) and have even put a few copies into distribution, so you might see it at your local gaming store.

Here are a few things I learned:

Everything is going to cost more than what you expect. Even when you get a quote, expect it to increase as unforeseen circumstances arise. Shipping is the biggest danger. We received our funds in April and shipped in November and December. Shipping costs increased in that period, though not dramatically so.

You need to get the word out. The only way people are going to back your Kickstarter is if they know about your Kickstarter. You need to beat the drum pretty much constantly. If you are concerned that your constant harping about your Kickstarter will annoy those who follow you in social media, make sure your posts are leavened with other posts of similar subject matter as your Kickstarter. For Centurion, I made lots of posts pointing to Roman history articles, movies, and books. I even had a hashtag, MyCenturionMovie, in which I altered movie quotes to make them suitably Roman (like: “You fell victim to one of the classic blunders – the most famous of which is never get involved in a land war in Parthia” or “And you know what they call a gladius in Gaul?” “They don’t call it a gladius?” “No man, they got Gallic.”)

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Art of the Genre: David Trampier, 1954 – 2014

Art of the Genre: David Trampier, 1954 – 2014

1509880_10153982624460584_2120060224_nToday is a day of mourning for those gamers who were brought into the industry during the ‘great launch’ of Advanced Dungeons & Dragons in 1978. That year the AD&D Player’s Handbook hit the market, and nothing in the life of role-playing would ever be the same again. One reason, and certainly one of the most recognizable not named Gygax, was the cover art by David Trampier. On Monday, March 24th, Mr. Trampier passed away in southern Illinois at the age of 59.

That age in itself is a tragedy, but one that can only be further exacerbated by what could have been for a man many gamers considered the great white whale of RPG fantasy artwork.

More words than can easily be counted have been written about Trampier over the years, most hypothesis and some truths, but in the end all we know now is that he is gone.

As an adept in the industry of RPG artwork, I’ve made it my life’s calling to track down bygone artists. But Trampier was never one of them. Sure, I’ve spoken in depth to his relations, and even as late as last August had a lengthy conversation with a group of RPG power brokers on the best course of action to approach him, including old friends on a road trip and private detectives, but in the end Trampier was even too far removed for me, and honestly I can’t say whether that now makes me happy or sad.

What I do know it that in the late 1980s, during his run with the Wormy comic for TSR’s Dragon magazine, Trampier suddenly went off the grid.  At the time, he’d have been only 34 years of age, and smack in the middle of his prime as an artist. Now, 25 years later, he is gone, and not a single shred of artwork was produced by his hand over the course of those intervening years.

Now that brings me profound sadness.

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Explore the Echoes of a Vanished Product Line in Lost Empires of Faerûn

Explore the Echoes of a Vanished Product Line in Lost Empires of Faerûn

Lost-Empires-of-Faerun-smallI’m still processing the boxes of gaming loot I brought home from the Spring Games Plus Auction. Honestly, this could take a while. You may want to get a coffee or something.

I find it fascinating to watch the items that set off a bidding frenzy. The Descent games I talked about last time, for example. Or absolutely any expansion sets for Wizard of the Coast’s out-of-print Heroscape — lordy, yes. I wish I had a closet filled with those babies. I’d retire to Bermuda.

But it’s no fun to bid on stuff that far out of my price range. Gape while everyone else bids like crazy? Sure. But bid yourself? No. It’s like asking the Homecoming Queen to Prom. Sure, everybody’s doing it, but it ain’t easy on your self-esteem.

But you know what is fun to bid on? Cheap stuff, and especially cheap stuff that was once very expensive. Like premium D&D products that are now one or two editions out of date and selling at rock bottom prices. Items like a brand new copy of Lost Empires of Faerûn, which originally retailed for $29.95 and which I snapped up for 6 lousy bucks.

Let me paraphrase from the back of the book. Something, something, secrets of past empires of the Forgotten Realms, comprehensive sourcebook, new feats, stuff, prestige classes, magic stuff, equipment stuff. Can I use this to put together an adventure in 10 minutes when I manage to forget game night switched to Friday? Yes? I’m sold.

Apparently, the book also contains gaming advice on ruins, including rules for how to build and sustain a ruin-based campaign, a bunch of detailed adventure sites with maps, artifacts, and some new monsters. You had me at “ruin-based campaign.” Take my money already.

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