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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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Gygax Magazine #3 Now Available

Gygax Magazine #3 Now Available

Gygax Magazine 3-smallWhen the last game shop in town went out of business six years ago, I lost the ability to easily browse the latest new releases, and keep up with what’s going on in the industry. Sure, Games Plus in Mount Prospect– one of the finest game shops on the planet — is still in business and thriving, but it’s a good hour away, and I don’t get there more than two or three times a year (although I never miss their semi-annual auction).

One of the things I miss the most is the magazine section. Nothing makes you feel your hobby is vibrant and alive quite like a healthy ecosystem of periodicals. I really enjoyed standing in front of the magazine rack and pulling out the latest issue of Knights of the Dinner Table, Kobold Quarterly, the excellent KnockSpell, Games Workshop’s  White Dwarf, or Troll Lord’s The Crusader.

The loss of so many local game shops has really hurt gaming magazines — we lost Kobold Quarterly in 2012 and Mythmere has announced the future of Knockspell is in doubt. That’s one of the reasons I was so delighted to hear about the launch of the very promising Gygax Magazine last year.

I reviewed the first issue last March and I was very impressed. Issue #2 was released in time for Gen Con, and I’ve been anxiously awaiting the third issue for some time… and wondering how I was going to find a copy.

My wait finally ended last week, compliments of a Priority Mail package from our San Diego correspondent and ace blogger Scott Taylor — who late last year was hired as the new Art Director for the magazine. Inside was a beautiful copy of Gygax Magazine #3, the first issue with his name on the masthead.

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40 Years of Adventure

40 Years of Adventure

woodgrain

ONCE UPON A TIME, long, long ago, there was a little group known as the Castle and Crusade Society. Their fantasy rules were published, and to this writer’s knowledge, brought about much of the current interest in fantasy wargaming. For a time the group grew and prospered, and Dave Arneson decided to begin a medieval fantasy campaign game for his active Twin Cities club. From the map of the “land” of the “Great Kingdom” and environs — the territory of the C & C Society — Dave located a nice bog wherein to nest the weird enclave of “Blackmoor”, a spot between the “Great Kingdom” and the fearsome “Egg of Coot”. From the CHAINMAIL fantasy rules he drew ideas for a far more complex and exciting game, and thus began a campaign which still thrives as of this writing! In due course the news reached my ears, and the result is what you have in your hands at this moment. While the C & C Society is no longer, its spirit lives on, and we believe that all wargamers who are interested in the medieval period, not just fantasy buffs, will enjoy playing DUNGEONS and DRAGONS. Its possibilities go far beyond any previous offerings anywhere!

So began Gary Gygax’s foreword (charmingly misspelled as “forward”) to the original edition of Dungeons & Dragons. That foreword is dated November 1, 1973, but it would still be a couple of months before D&D was “formally” released. I put the adverb in scare quotes, because, at the time, Tactical Studies Rules was a tiny shoestring operation, consisting of only three people: Gary Gygax (editor), Don Kaye (president), and Brian Blume (vice-president). It was more like a game club than a business; it was certainly a much more modest venture than what it would later become.

Initially, the three-book boxed set was sold through the mail, the first advertisements for which appeared sometime in the Spring of 1974. Of course, copies of D&D had undoubtedly been released “into the wild” of the miniatures wargaming scene before that. Just how soon before that is anyone’s guess, which makes determining a precise “birthday” for the world’s first published fantasy roleplaying game hard to establish. Nevertheless, gaming historian Jon Peterson, who’s done more research on this and related topics than anyone, advocates January 26, 1974 as a likely candidate. Barring further evidence to the contrary, it’s as good a day as any other, meaning that D&D celebrated the Big 4-0 just two days before I penned this entry.

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On the Origins of the Rust Monster

On the Origins of the Rust Monster

Origins of the Rust Monster-smallIn an entertaining and brilliant bit of scholarship, Planescape artist Tony DiTerlizzi traces the origins of some of the most iconic monsters in Dungeons and Dragons — including the owlbear, bulette, umber hulk, and rust monster — back to an obscure line of plastic toy dinosaurs from the early 70s that Gary Gygax and Dragon editor Tim Kask co-opted as miniatures for early D&D sessions.

Painstakingly tracking down pics of the original toys — which doubtless wasn’t easy, as even small lots sell online for upwards of $500 to collectors in the know — Tony has assembled a line up of vintage toy monsters that will make your eyes pop. If you ran afoul of these creatures more than once in your early adventuring days, Tony’s collection of pics will give you more than one OMG moment.

But his most amazing evidence is a series of quotes from Tim Kask on just how these tiny plastic beasties eventually became an integral part of countless gaming sessions. I found this one, on how Kask created the bullette, at The Acaeum Forums:

I had an empty page in that issue of The Dragon because a full-page ad either cancelled or was late, and I had to go to press. Now Gary and I had had several talks about creating monsters, and he had frequently encouraged me to let my imagination run wild. The umber hulk and the rust monster were fabrications (by Gary) to “explain” two plastic monsters from a bag of weird critters from the dime store that Gary had found and used in Greyhawk… There was still had one that had not been taxonomically identified and defined yet that intrigued me; they called it the “bullet”. I frogged-up the name a bit. At this same time, SNL was hitting its stride and… I imagined what a “real” (in D&D terms “real”) landshark might be…

As Tony puts it, “Dime store toys in the hands of those with wondrous imaginations became something more – they became the geeky stuff of modern fantasy lore.” See his complete article Owlbears, Rust Monsters and Bulettes, Oh My! — and all his marvelous pics — at his blog, Never Abandon Imagination. (Thanks to Wayne MacLaurin for the tip!)

Sony Shuts Down Vanguard: Saga of Heroes and Three Other MMOs

Sony Shuts Down Vanguard: Saga of Heroes and Three Other MMOs

Free Realms-smallSony Online Entertainment announced on Friday that it is cleaning house by shutting down four underperforming online games: the long-running Vanguard: Saga of Heroes, the free-to-play Free Realms, the Star Wars game Clone Wars Adventures, and the dungeon crawler Wizardry Online.

Vanguard is the most well-known of the lot. Despite high expectations — it was created by key developers of the popular EverQuest — it had a disastrous launch in January 2007, winning Gamespy‘s “Biggest Disappointment” award (and winning “Least Fun”, “Most Desolate,” and “Lamest Launch” in the 2007 MMOWTF Awards). The launch destroyed developer Sigil Games, who reportedly gathered all 150 employees in the parking lot on May 14, 2007, where Director Andy Platter told them, “You’re all fired.” Vanguard was acquired that month by SOE, who have nurtured it for the past seven years. It will shut down on July 31.

The family-friendly Free Realms, developed in-house by SOE and released on April 29, 2009, was generally well reviewed, but never really found an audience. It will shut down permanently on March 31, 2014. The free-to-play Star Wars: Clone Wars Adventures launched on September 15, 2010, but has recently been hemorrhaging players; it will shut down on March 31 as well.

I wasn’t even aware there was a Wizardry Online until I read heard Sony was shutting it down. Based on SirTech’s RPG classic, the free-to-play title was developed in Japan by Gamepot and released in the US and the EU less than a year ago, on January 30, 2013. Like the original game, death was permanent — highly unusual these days — and players weren’t thrilled by the old-school graphics, and it never really caught on outside Japan. It will shut down on July 31. Of all the games on the list, I’m most intrigued by this one (see the YouTube First Look produced by MMOHuts last year to see why) and may try it out before it’s gone.

Sony says it is shutting down these games “to refocus resources in other areas,” including PlanetSide 2, Magic: The Gathering – Tactics and DC Universe Online.

Death Knight Love Story: WMA meets WTF

Death Knight Love Story: WMA meets WTF

Tauren Ninja
…ninja Minotaurs (my idea, apparently)

About ten years ago, I tried to stab this crazy Goth guy and he threw me through a pile of chairs.

Fortunately, we were doing WMA — Western Martial Arts and the daggers were blunt and we were wearing body armor. The chairs however, were real, but the impact fixed my shoulder, which had been painful for the previous month or so. I took this as a good omen and Hugh Hancock and I have been close friends ever since.

hughhancock
Hugh is an independent animator, think Ed Wood does Machinima but actually good.

Hugh is an independent animator, think Ed Wood does Machinima but actually good.

That’s how, years later, I ended up in a warehouse clad in skintight spandex and clutching a plastic sword.

Hugh had had this slightly bonkers idea. He would take the Death Knights from World of Warcraft and use them to make a love story.

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