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Game & Comic Wrestlemania: Slammed and Rival Angels

Game & Comic Wrestlemania: Slammed and Rival Angels

Slammed art by Jason Wiser
Slammed art by Jason Wiser

There’s an odd intersection of SFF and professional wrestling fandoms. It surprised me when I first encountered it, but since then, I’ve become a devoted reader of Rival Angels, a woman’s pro wrestling comic by Alan Evans, and one of my favorite Choice of Games titles is Slammed by Paolo Chikiamco. Since neither is technically fantasy (although there’s definitely an element of the fantastic to pro wrestling), I’m stretching the inclusion criteria a bit for my spotlights by covering both of them together. If you’re not into the WWE, read on to see if you can be convinced that the best wrestlemania might not be on Pay Per View…

In Slammed, you play an up-and-coming professional wrestler, trying to make your name in the world and striving to compete for one of wrestling’s biggest titles. From the beginning, Chikiamco has the characters — and the PC — acknowledge that wrestling is scripted, and that a lot of the challenges revolve around how you choose to portray yourself to the fans. Are you going to be a face — a “kayfabe” — who’s a hero, or are you a trash-talking villain on stage (but a consummate professional in the locker room)? But while your career provides the context for the story, the real plot is about your relationship with a wrestler from your past — a college friend who once held you responsible for a tragedy that impacted her wrestling career. (Note: she was female in my game; she may be male in other playthroughs.) Now at the top of her game and a rising star in her own right, will she reach out to you as an ally? Or will you be enemies? And how much of the truth will you reveal to your fans?

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DC vs. Marvel – A Deck-Building Face-Off

DC vs. Marvel – A Deck-Building Face-Off

DC-DBG-Heroes-Unite-componentsThere are two deck-building games out built around the major comic book franchises: DC and Marvel. I’ve had the chance to play them both, so want to share how they stand up against each other. For this comparison, I’m playing the core Marvel Legendary game (Amazon) and the upcoming stand-alone Heroes Unite (Amazon) expansion to the DC Comics deck-building game.

Game Scenario:

One of the first points of difference is the basic scenario being played out, which leads to slightly different thematic feels for each game. In both games, there are two basic actions in play: acquiring heroes and defeating villains. The games are very different in their approach to this, however, and each approach has different benefits and drawbacks.

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Ares Magazine Kickstarter Begins!

Ares Magazine Kickstarter Begins!

Ares Magazine 2014-smallLast month, I wrote a post about the Rebirth of Ares Magazine. Today, their Kickstarter campaign goes live.

Check it out here. They’ve got a great preview movie along with some other teasers, including an awesome illustration for a story I wrote.

If you’d like to see a magazine with both fiction and a playable game in each issue, jump in with your support today.

“A Fighting Fantasy Gamebook In Which YOU Are The Hero!”: The Warlock of Firetop Mountain

“A Fighting Fantasy Gamebook In Which YOU Are The Hero!”: The Warlock of Firetop Mountain

The Warlock of Firetop MountainIt’s a time for looking back, as the old year ends. Now so it happens that on a Boxing Day sale I picked up a book I loved as a child; and therefore it seems fitting to write a little about it, now, glancing back down the vanished days of this and other years, and to try to again see the pleasure I once had. Will it come again, as I work through the text? If I work on the text, then no. Because this text, more than most, is not made for working. It is a thing to be played.

This is not a story I once loved, except in a way it is. There’s no strong central protagonist, except that in a way there is that as well. It’s a book-length riddle. It’s a maze through which you must find your way, filled with wrong turnings and frustrating locks. It is a story you can shape with a pencil and two dice: you are a hero with a sword, who must explore a wizard’s underground lair, before finally defeating the great mage in battle and taking his treasure. You choose your own adventure, flipping from one numbered section to another depending on the decisions you take faced with a given situation. More than most novels, the reader must shape the story; for the reader is the hero. This is The Warlock of Firetop Mountain, written by Steve Jackson and Ian Livingstone. First published in 1982, it was the first of what became a line of several dozen gamebooks, as well as a full-fledged role-playing game. Warlock inspired direct sequels, a computer game, and even several non-interactive novels. You can learn more about the books at their web site.

Not long ago, Black Gate’s redoubtable Nick Ozment looked at The Warlock of Firetop Mountain and several other of the Fighting Fantasy gamebooks. Nick remembered playing other Fighting Fantasy books, but not this one specifically. My experience roughly mirrored his: it was relatively easy to get to the end of the book, but incredibly difficult to actually win a complete victory. Nick liked the art — Firetop’s profusely illustrated by Russ Nicholson (you can see some of these pictures below) — but found the conception of the book’s dungeon improbable. I agree with both points. But I found myself wondering if there wasn’t something else to say about the book. I remembered playing through it in the early 80s, drawing out maps, trying again and again to make it through to the end. Why was I held so deeply in the book’s spell? Does it hold up?

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Vintage Treasures: Parlainth: The Forgotten City, an Earthdawn Campaign

Vintage Treasures: Parlainth: The Forgotten City, an Earthdawn Campaign

parlainth-smallMany years ago, when I was unemployed and trying to get a new website off the ground, I made a lot of calls to publishers large and small. I’d introduce myself, talk fast about how many readers there were on the web, and try and sound a lot bigger than I was.

Didn’t usually work. This was the mid-90s, and there were lots of publishers who didn’t even have a website. But occasionally one would take a chance, and agree to send me some sweet review copies.

One such publisher was FASA, one of the leading RPG game makers of the day. I’ll always remember opening the first box they sent me, and gaping in surprise at the contents: every single Battletech supplement in print — nearly 1,000 bucks worth of premiere product. A treasure trove far beyond my expectations.

And a textbook bittersweet moment, because what I was really hoping for was material for Earthdawn.

Earthdawn was a fantasy role-playing game designed by Greg Gorden and first released by FASA in 1993. Over the next few years they produced 20+ supplements, all with gorgeous cover art by folks like Janet Aulisio, Brom, Les Edwards, and many others. Set on the same world as Shadowrun, but thousands of years earlier, the key theaters were where the nations of Russia and Ukraine exist today, in the gorgeously detailed land of Barsaive.

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Lord Dunsany, Philip José Farmer, and Appendix N: Advanced Readings in D&D

Lord Dunsany, Philip José Farmer, and Appendix N: Advanced Readings in D&D

Over the Hills and Far Away-smallI’m still enjoying the Appendix N surveys by Tim Callahan and Mordicai Knode at Tor.com, as they read through every author Gary Gygax cited as an influence on Dungeons and Dragons, even though I’ve found lots to disagree with in their recent columns.

So I’m happy to continue with these re-caps here. Especially since I don’t have a lot emotionally invested in their next two subjects: Lord Dunsany and Philip José Farmer.

I have a lot of respect for Lord Dunsany, but that chiefly stems from the many fine writers who have cited him as an influence. I’ve read only a handful of his shorter works and, while I’ve enjoyed what I’ve read, he’s mostly an untapped natural resource for me.

It’s much the opposite with Philip José Farmer. I was a huge fan of his Riverworld books when I first read them decades ago. But they didn’t really hold up on re-reading 15 years later, for me.

So Farmer is a writer I largely lost interest in years ago, although I have to admit I haven’t really given fair attention to his many fantasy novels. I know his work is highly regarded, and in fact both Cynthia Ward and Christopher Paul Carey made excellent cases here for why I should pay a lot more attention to his Gods of Opar and Tales of the Wold Newton Universe series, for example.

So let’s say I have more of an open mind with both Lord Dunsany and Philip José Farmer, and I’m willing to be influenced.

With that out of the way, let’s see what Tim and Mordicai have to say.

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The Weird of Oz Wraps Up Christmas Shopping

The Weird of Oz Wraps Up Christmas Shopping

12d9_dungeons_and_dragons_clue_boxSince geek culture has pretty much overtaken popular culture these days, any visit to the local shopping mall comes inundated with looming dragons, flashing robots and space vehicles, menacing creatures from myth and legend, superheroes of every stripe, and a certain familiar blue police callbox. Now that I have kids of my own, Christmas shopping is really interesting…

Okay, I’ll confess: my gift purchases sometimes tend to be of the “Oh man when I was that age I would’ve loved this!” variety. My wife chides me about how my daughter’s tastes are starting to slant away from superheroes and monsters and toward Barbie and Polly Pocket.

I have a son, too, but he’s still just two, so some of the coolest toys just aren’t age appropriate for him yet. My daughter, on the other hand…

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Last Minute Gift Ideas for your Game Geek or Webcomics Lover

Last Minute Gift Ideas for your Game Geek or Webcomics Lover

It is the time of year for presents. If you celebrate Hanukkah, I’m late on giving you any gift ideas, but for people rushing to get gifts for friends in the next few days, here are a few last minute gift ideas. Do you know someone who loves interactive fiction? Someone who digs webcomics? If you’re shopping for someone who would rather have a digital gift than a package to open, you might encounter some gifting hurdles — but it can be done!

Happy holidays! Play a game!
Happy holidays! Play a game!

Games

I’ve already mentioned some games I like in this column, so anything I’ve already spotlighted is something I recommend. Here are a few games I’m planning to cover in upcoming posts:

  • Today’s just released Choice of Deathless by fantasy author Max Gladstone is an awesome mix of corporate espionage and demon fighting. I got to playtest this one (disclosure: Max is in my fiction critique group, Substrate) and I’ve already played it probably five times. I can’t wait to play it again. (Max is also the author of two amazing fantasy novels, Three Parts Dead and Two Serpents Rise, which you can pick up at your local bookstore or use the expedited shipping option from your favorite online bookseller to get them in time for Christmas.
  • Choice of Ninja is exactly what you’d expect: lots of martial arts, magic, and stealth, and your choices help decide the fate of two warring shoguns. I’m still playing this one (so author Katherine Buffington may have some surprises!), but I’m really enjoying it so far.
  • I had so much fun playing a real-estate agent for a haunted house in Gavin Inglis‘s short game Eerie Estate Agent that I bought his novel Crap Ghosts. The book is downloadable without DRM via Kobo, which means if your friend is local, you can buy it and load it to your friend’s device (or send it via e-mail) rather than muck about with online gifting.
  • Failbetter Games (of Fallen London) is releasing a tie-in 2D adventure game, Sunless Sea, available now for pre-order. Best thing about this one is it comes with a “gift” option right from the order page.

Purchasing

So how do you send someone a digital game as a gift? It depends on the device, but here are a few tips:

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Prologomenon to Fantasy

Prologomenon to Fantasy

bullfinchOne of the things that I frequently blather about is that, when I was growing up in the 1970s, “fantasy,” as it’s understood today didn’t really exist, at least not as a mainstream, popular genre.

Don’t get me wrong: the ’70s were a decade of fantasy par excellence, especially literary fantasy, from reprintings of earlier works, such as the Lancer Books Conan series (begun in 1966) and the Ballantine Adult Fantasy series (begun in 1969), to the Tolkien imitators, like Terry Brooks’s The Sword of Shannara (1977) and Stephen R. Donaldson’s Lord Foul’s Bane (1977) – not to mention Tolkien’s own The Silmarillion (1977 once again!) – to modern classics like Fritz Leiber’s Our Lady of Darkness (guess what year?). The ’70s also saw fantasy rise to prominence in other media, like comic books, where Roy Thomas’s Savage Sword of Conan cultivated an entire generation of artists, and movies, where special effects artists continued to acquire the skills and technology to bring fantasy to life on the silver screen. And, of course, the decade also saw the appearance and flourishing of fantasy roleplaying games, beginning with Dungeons & Dragons in 1974.

Despite these strides, spearheaded by the faddish popularity of D&D and its imitators, I’d argue that fantasy didn’t really come into its own as a pop cultural phenomenon until much later. Consequently, when I first encountered Dungeons & Dragons very late in 1979, I had almost no direct experience of what we’d nowadays call fantasy. Indeed, I wouldn’t read a word of The Lord of the Rings or the tales of Conan until after I’d begun rolling polyhedral dice. For that matter, I don’t think I’d even heard of J.R.R. Tolkien or Robert E. Howard until I encountered both their names in the pages of the J. Eric Holmes-edited D&D rulebook that was my introduction to the game. The same goes for Lovecraft, come to think of it, and most of the other authors whom we typically regard as the “founders” of fantasy. In that respect, my youth is very different than that of 21st century fantasy aficionados, almost all of whom I’d bet didn’t make it to the age of 10 without at least being familiar with the characters and ideas these authors birthed.

However, this isn’t to say I had no experience with fantasy before I discovered Dungeons & Dragons, only that my introduction to it was of a different sort, one I expect I shared with many kids of my generation.

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New Treasures: The House of R’lyeh: Five Scenarios Based on Tales by H.P. Lovecraft

New Treasures: The House of R’lyeh: Five Scenarios Based on Tales by H.P. Lovecraft

The House of R'lyeh-smallI feel like I’m in the middle of H.P. Lovecraft week.

On Sunday I talked extensively about Lovecraft, a propos of his inclusion in the latest round of Advanced Readings in D&D. This morning I invoked his name while discussing Robert Bloch’s Nightmares collection. Now here we are again, with the latest collection on adventures for one of my favorite role-playing games, Call of Cthulhu, based on the work of H.P. Lovecraft.

I bought my first CoC adventure — the classic Shadows of Yog-Sothoth — over 30 years ago (yes, I’m aware that’s longer than most of you have been alive. Shut up), and the most recent, Cthulhu By Gaslight, last April. I haven’t played CoC in years (decades, probably), but the adventures are marvelously inventive and always a pleasure to read for a veteran game master like me. But The House of R’lyeh has extra appeal for Lovecraft fans of all kinds, not just CoC players, I think: it draws directly from five of the Master’s short stories. I’m looking forward to digging in and seeing how successful it is.

The House of R’lyeh contains five Call of Cthulhu scenarios that follow or expand upon events in five of H.P. Lovecraft’s stories: “Pickman’s Model,” “The Haunter of the Dark,” “The Hound,” “Arthur Jermyn,” and “The Nameless City.” Set in Boston, Providence, the British Isles, continental Europe, and the Middle East, none of the scenarios need be played at set dates or in a set order, but they could be run in the order presented to form a loose campaign using optional link between scenarios to draw investigators from one to the other.

Alternatively, the scenarios may be used to supplement classic Call of Cthulhu campaigns such as The Shadows of Yog-Sothoth which suggests that its component scenarios should be interspersed with others.

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