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Mindjammer RPG: Transhuman Sci-Fi Adventure in the Second Age of Space

Mindjammer RPG: Transhuman Sci-Fi Adventure in the Second Age of Space

Several years ago, I published my first ever roleplaying game supplement, a 200-page softback for the Starblazer Adventures RPG, using the Fate 3rd edition rules. Black Gate‘s very own Howard Andrew Jones reviewed it here, and a few short months later we were delighted when it won a Judges Spotlight Award at the ENnies in GenCon. We decided to produce a second edition…

… And here it is! A lot has happened in the meantime, not least the release of a brand new edition of Fate, the Fate Core System, from Evil Hat Productions, which won Best RPG in the Golden Geek Awards only last week. The publication of an elegant and sophisticated new edition of Fate meant that I had a golden opportunity to update Mindjammer and publish it as a full roleplaying game, taking full advantages of the Fate Core System‘s cutting edge innovations. Last month, we launched Mindjammer – The Roleplaying Game for pre-orders, providing customers with an immediate download of a “Thoughtcast Edition” pre-release PDF of the game, and this week we’re going to print and updating the PDF to the final production version.

So what’s Mindjammer? Put simply, it’s a game and a setting. As a game, it’s been called the “lovechild of Traveller and Eclipse Phase” – a full-featured science-fiction roleplaying game for the 21st century, featuring all the elements of “modern” science-fiction: transhumanism, hyperadvanced technologies, culture conflicts, rules for organisations, worlds, star systems, ecosystems, and alien life forms all drawing on the latest discoveries in xenoscience and astrophysics, wrapped up in an expansive and action-packed game which lets you play in any modern science-fiction genre.

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Art of the Genre: The Halflings of Jeff Dee

Art of the Genre: The Halflings of Jeff Dee

Does this Halfling have a cape or a shield on his back? I always wanted it to be a shield.
Does this Halfling have a cape or a shield on his back? I always wanted it to be a shield.

I was playing Keep on the Borderlands this past week, certainly one of my all-time favorite modules, and as I flipped through it I came across a Jeff Dee illustration that had a Halfling in the background.  As two weeks ago I’d done a piece here on BG called ‘The Top 40 RPG Artists of the Past 40 Years’ AND had left Jeff off that list, I couldn’t help but stare at the image and wonder why I had done so.

Certainly people in the OSR had raised a big fuss about Jeff’s lack of ‘love’ on my part, and for good reason.  He could have arguably made the list, depending on how you viewed the industry as a whole.  Add such a view to the fact that Jeff has been a tireless game designer, player, and advocate for the industry of RPGs since I was in grade school, then he could almost be grandfathered in just for trying so hard.  I guess it would be like a Lifetime Achievement Oscar or something.

Whatever the case, I sat there looking at this great little Halfling and couldn’t shake the feeling that of all the artists to ever do these little guys, Jeff was hands-down the best in my opinion, and here are the reasons why.

One: Jeff is a gamer, and as such, he has an inherent connection to how gamers see themselves, and with that, how gamers see their characters.  Certainly, the thought of a Halfling is appealing because of Tolkien, but not necessarily the thought of Bilbo Baggins.  Sure, we all love Bilbo, but do we love the Rankin/Bass version as a representation of our player characters?  I doubt it.

Two: Jeff drew from a comic book style and therefore his lean lines for humans and elves spilled over directly to Halflings.  Gone were the pot-bellied and cheery pipe-smokers, who were in turn replaced by ‘little men’ with ripped chests, chiseled faces, and weapons and armor that looked incredibly formidable.

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Leigh Brackett, J.R.R. Tolkien, and Appendix N: Advanced Readings in D&D

Leigh Brackett, J.R.R. Tolkien, and Appendix N: Advanced Readings in D&D

The Galactic Breed-smallAnd so we come to the end of our extended journey through Gygax’s Appendix N, at the hands of our intrepid guides Tim Callahan and Mordicai Knode at Tor.com.

We haven’t always agreed with the opinions of Messieurs Callahan and Knode. But that’s okay. More than okay, really… what’s the point of following along with a literary survey if we don’t get to pound the table occasionally and shout “You lunkheads!” Really, the primary pleasure we old-timers get these days is disagreeing with self-proclaimed experts. Loudly, and at length.

But overall I think Callahan and Knode, the Lewis and Clark of Appendix N, have done a fine job. They’ve surveyed every entry in Gary Gygax’s original list of authors who influenced Dungeons and Dragons, just as they promised when they set out nine months ago. Along the way, they’ve shared their opinions — sometimes as informed experts, sometimes as newbies coming to the work of the masters for the first time.

And at every stop, they’ve been honest with us on whether or not the books spoke to them as modern readers. I don’t think we can ask for anything more than that.

I’m going to miss following along with Tim and Mordicai. Whether I agreed with them or not — nodding along with “Yup, yer darn tootin’,” or banging my head on the table and cursing every reader born after 1990 — they were always entertaining, enlightening, and frequently very funny.

But we still have two last articles to examine: Mordicai’s appreciation of the grand old lady of science fantasy, Leigh Brackett, and Mordicai and Tim’s wrap-up of the entire series, their salute to J.R.R. Tolkien. Let’s see if these last two pieces bring more nodding, or table-banging.

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Basic Dungeons and Dragons is Still Kicking: An Interview with Module Writer Geoff Gander

Basic Dungeons and Dragons is Still Kicking: An Interview with Module Writer Geoff Gander

To_End_the_Rising_Web_CoverGeoff Gander is a dark fantasy writer and D&D module-creator living in Ottawa, Canada. Geoff and I met over early morning coffee to talk gaming.

Derek: So, you write Basic D&D modules. You’ve had 2 modules printed by Expeditious Retreat Press. Even when I was a small town teenager, I could still get my hands on a variety of role playing games, especially AD&D, making Basic seem like yesterday’s news. Now, twenty-five years later, people are paying you money to write modules for Basic. Where’s that market coming from?

Geoff: We’re seeing the rise of old school gaming in classic pen-and-paper RPGs as well as computers. Many old schoolers who played D&D and similar games in the 80s are now introducing the games to their children, or they may have followed the general flow of gaming culture towards the latest products on the market, and have grown nostalgic for what got them into the hobby in the first place.

There are also people like me, who grew dissatisfied with the quality of mainstream gaming products and stayed with the systems they enjoyed, long after they went out of print.

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Bioshock Creator Irrational Games Shuts its Doors

Bioshock Creator Irrational Games Shuts its Doors

Bioshock Infinite-smallThe tumult in the computer entertainment industry continued this week, with word that A-list game studio Irrational Games is shutting down, effective immediately.

Irrational Games was formed in 1997 from the wreckage of legendary Looking Glass Studios (Ultima Underworld, System Shock, Thief) by three ex-Looking Glass employees: Jonathan Chey, Robert Fermier, and Ken Levine. Never an exceptionally prolific studio, they nonetheless released three excellent games over the next seven years: System Shock 2 (1999), Freedom Force (2002), and Tribes: Vengeance (2004).

Irrational Games was acquired by one of the largest distributors in the industry,Take-Two Interactive (publishers of Grand Theft Auto and The Elder Scrolls IV: Oblivion, among many others); for several years after that, their games appeared under the 2K Games label. They had perhaps their greatest hit in 2007 with the worldwide success of Bioshock, a first-person shooter set in the beautiful and mysterious underwater city of Rapture (which offered, incidentally, one of the finest and most touching endings I’ve ever seen in a video game). Bioshock eventually sold over four million copies and won almost universal critical acclaim, winning PC Game of the Year from IGN and the top spot on their Top 25 Modern PC Games list in 2012. Time magazine named it one of the greatest video games of all time in November 2012. The game inspired two sequels: Bioshock 2 (developed by 2K Marin) and Bioshock Infinite (from Irrational Games.)

In a message posted on the Irrational Games website yesterday, co-founder Ken Levine announced the studio was closing its doors. No explanation was given, although Levine did confirm that 15 employees (out of an estimated 150) will be retained “To make narrative-driven games for the core gamer that are highly replayable.” It’s no secret that Bioshock Infinite‘s development was highly troubled, but the game was considered a major success, selling over 3.7 million copies in the first two months.

It’s been a troubled time for games studios — the much-loved LucasArts was shuttered by Disney just last year, and other developers have moved away from big-budget releases to focus on smaller games for mobile environments. It reminds me of the gradual move to consoles from PCs, which cost us such storied developers as Interplay, Origin Systems, SSI, Microprose, Sierra Entertainment, and of course, the brilliant Black Isle. I’m certain there will be plenty of great games on many new platforms in my future, but for now I’m still mourning what might have been.

Ares Magazine Kickstarter Succeeds!

Ares Magazine Kickstarter Succeeds!

Ares Magazine Issue 1-smallRecently, I wrote about the Rebirth of Ares Magazine. Earlier this month, they wrapped up a successful Kickstarter campaign, raising $26,185, or 105% of their goal.

Now, they’re moving forward to deliver their premiere issue in May.  The issue will contain the complete two-player game War of the Worlds, designed by Bill Banks, and a nice mix of intriguing articles, including:

  • Asimov’s Last Gasp – A discussion on Robotics and Ethics
  • The Queen’s Guard – High Fantasy in the land of Hadera
  • BattleChrome – Mechs, Techs, and Wrecks
  • Sarita’s Gambit – Star Fury Fiction

along with three short stories, interviews, ads, and other content.

Ares is inspired by the classic Ares Magazine, published by SPI between 1980 and 1984. It included a complete SF or fantasy game in every issue, including Greg Costikyan’s classic Barbarian Kings and Citadel of Blood; The High Crusade, based on Poul Anderson’s 1960 novel of interstellar conquest on horseback; The Wreck of the B.S.M. Pandora; Nightmare House; The Omega War; and nearly a dozen others.

The issue will be 80 pages in full-size (8.5″ x 11″) format; future bi-monthly issues are already in the works. Keep up on the latest news on their website.

Congratulations, Ares!

Art of the Genre: The Top 10 RPG Artists of the Past 40 Years

Art of the Genre: The Top 10 RPG Artists of the Past 40 Years

Artist Cynthia Sheppard from Lamentations doesn't make the list but who does?
Artist Cynthia Sheppard from Lamentations doesn’t make the list but who does?

The office here at Black Gate L.A. has never been quiet, it just isn’t who we are. But with the addition of new blogger James Maliszewski to the mix, it is downright loud. This change was made all the more punctuated today by the fact that our southern California drought was broken with a series of showers. As I didn’t want to get damp, I was forced to close the windows to my corner office, which usually provide some calming background noise from the crashing waves and calling gulls on Redondo Beach. Now closed in, and facing a deadline, I had to fight against the sound of a debate between Maliszewski and Ryan Harvey on who would best portray adventuring party characters in a film version of Lamentations of the Flame Princess.

Honestly, I would have cast our resilient secretary, Kandi, for the lead as she often times dyes her hair red when the mood strikes, but these two ‘A list’ diehards had no interest in my two cents. Therefore, I read over an email once more from our intrepid editor, John O’Neill, which I’d received the Friday before.

Taylor, I’m not paying you six figures to get a tan, so write me some numbers-generating copy!

Nice… Always the charmer that one.

Nonetheless, I flipped on my computer with my sexy desktop background of our very own Sue Granquist lounging around in her ‘Goth Chick’ black, white, and buckled finery and then bumped over to Microsoft Word. What to write? Well, how about a ‘Top 10’, since those seem to always create a buzz and get people to click down after the break.

Considering the Lamentations of the Flame Princess argument, and the just-passed 40th Anniversary of Dungeons & Dragons, I decided on the ‘Top 10 RPG Artists of All-Time.” Yep, I think I’m qualified to take that one on, but just to discourage my own favoritism, I decided on a way to judge the list outside my own nostalgic mind. Now sure, the below rules have some level of interpretation on my end, but I do believe they hold water for overall impact on the industry.

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Alien Horror Fun with Level 7 [Escape]

Alien Horror Fun with Level 7 [Escape]

Level7escapeEver have one of those days where you wake up disoriented in an underground government laboratory, surrounded by military guards and alien clones? Yeah, me neither … that is, until I got the cooperative board game Level 7 [Escape] (Amazon) from Privateer Press.

I’ve reviewed several Privateer Press games before and one of my favorite things about their games is the strong emphasis on story. Level 7 [Escape] is no exception to this trend, as between 1 to 4 players (Yes, it can be played as a solo game.) use cunning, speed, and brawn to negotiate their way through 7 levels of terror in the hopes of reaching the surface before the base goes into full lockdown. What’s up with the alien clones? Why were they released from their cryogenic chambers? Who is orchestrating all of this? Will the escaping prisoners be able to work together and make it to the surface in time?

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Spotlight on Interactive Fiction: More Superheroes!

Spotlight on Interactive Fiction: More Superheroes!

Cover image from Heroes Rise by Zachary Sergi; art by Jason Wiser
Cover image from Heroes Rise by Zachary Sergi; art by Jason Wiser

Last week, I talked about superhero webcomics, and there was some fun discussion in the comments about superheroes and fantasy and where those genres meet. Fritz Freiheit also pointed me in the direction of his slightly out of date “A Brief Overview of Superhero Fiction,” which means I’m going to have a bunch of novels to add to my TBR pile. But prose and comics aren’t the only homes of superheroes: there are a handful of interactive fiction games that let you become a super yourself. Lest you think I play a vast majority of my interactive fiction games from Choice of Games (disclosure: actually, that’s true, but I do try to diversify for this column), in this spotlight, we have two superhero games to compare and only one is from Choice of Games.

Heroes Rise: The Prodigy is the first Heroes Rise game by Zachary Sergei. (The second, Heroes Rise: The Hero Project, I have yet to play.) In it, you are a beginning hero, just on the verge of getting your license to be an official hero in Millennia City. You live with your grandmother, who has a Power with plants, because your superhero parents were arrested for the accidental killing (the court said “murder”) of a supervillain. Your family relationships are fraught, but you’re getting ready to take Millennia City by storm.

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Take a Trip to Haven — The Free City

Take a Trip to Haven — The Free City

Haven the Free City-smallIn the early days of role playing, rule systems were plentiful. Really, you couldn’t set foot in a game shop without tripping over a new RPG system. Every game company on the planet was trying to grab a piece of the rapidly-exploding market with a new game focused on pirates,  science fiction, the Bronze Age, the Wild WestKing Arthurhorror movies, the fall of Moria, the Federation, Middle Earth, Jack Vance’s Dying Earth, Judge Dredd’s Mega-City One, the Marvel Universe… heck, there were even role playing games about high school, fer cryin’ out  loud.

Supplements? They were a dime a dozen. Virtually every one of the systems above had at least half a dozen. Want the complete scoop on Midgard? Wolfgang Baur has you covered. Desperately need advice on how to survive in a dungeon? Check. Or how about a trip to the mysterious lost Empire of the Aztecs?

Adventures? Lordy, yes. Countless fabulously detailed adventures, from Gygax’s classic The Temple of Elemental Evil; to the home of King Kong, Monster Island; to the ruins of Parlainth, an ancient capital that vanished from the face of the Earth; to Call of Cthulhu scenarios based on actual tales by H.P. Lovecraft. You couldn’t throw a stick without bouncing off half a dozen epic adventures.

Was there anything an avid gamer couldn’t find, in the first heady decades of our hobby?

Yes, there was. If there was anything as scarce as hen’s teeth, it was a thriving, living city setting.

And no wonder. Ruined cities, they were a cinch. Pretty map and an encounter key. But an inhabited city? With a functioning economy, logically consistent government, sinister underworld, bustling marketplaces, and larger-than-life heroes, villains, and just plain folk going about their business? That took a level of imagination — and commitment to design — on a whole new scale.

There were a few attempts at city settings, some better than others. But for my money, the most successful, and easily one of the most ambitious, was Gamelord’s marvelous Haven — The Free City.

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