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Manly Wade Wellman, Fletcher Pratt, and Appendix N: Advanced Readings in D&D

Manly Wade Wellman, Fletcher Pratt, and Appendix N: Advanced Readings in D&D

Who Fears the Devil-smallI’ve been waiting for Mordicai Knode and Tim Callahan at Tor.com to get to both Manly Wade Wellman and Fletcher Pratt as part of their ongoing exploration of Gary Gygax’s famous Appendix N — and not very patiently, either.

Manly Wade Wellman is consistently one of the most beloved authors we feature here at Black Gate. Just three days ago Fletcher Vredenburgh reviewed his Battle in the Dawn: The Complete Hok the Mighty, and a while back new Black Gate blogger Alex Bledsoe offered a fine reminiscence of Wellman’s Appalachian fantasy tales in “How I Discovered Silver John.” The most popular contest in our history was our call for The Best One-Sentence Reviews of Manly Wade Wellman, and the winners received a copy of Haffner Press’ gorgeous The Complete John Thunstone.

And Fletcher Pratt? He wrote The Well of the Unicorn, one of the 20th Century’s most acclaimed heroic fantasy novels (none other than Lester del Rey called it “The best piece of epic fantasy ever written.”) With his frequent collaborator L. Sprague de Camp, he was also the author of the very popular Incomplete Enchanter and Gavagan’s Bar series.

So I’ve been looking forward to both authors receiving the Appendix N treatment. And now at last the wait is over.

Sadly, Tim doesn’t seem to fully briefed on the greatness that is Manly Wade Wellman:

I didn’t know anything about Manly Wade Wellman before Mordicai and I embarked on this project. I had never heard of the author, outside of the mention of his name in Appendix N.

Ouch. Well, I’d read almost nothing by Clark Ashton Smith prior to last week (when I read his brilliant pulp horror story “The Vault of Yoh-Vombis“), so I guess we all have our blind spots.

The real question is: What does Tim think of Wellman now?

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And the Wall Comes Tumbling Down – The Two Towers Deck Building Game

And the Wall Comes Tumbling Down – The Two Towers Deck Building Game

The Two Towers Deck Building GameI wasn’t sure what to expect upon opening The Lord of the Rings: The Two Towers Deck Building Game (Amazon) from Cryptozoic. I was familiar with the basic concept of deck building games and had played both Ascension and Marvel Legendary, but the only deck building game I actually owned was the science fiction game Eminent Domain. Fortunately, LOTR: The Two Towers contains some engaging variations on basic deck-building strategy, resulting in a fun competitive game that is sure to entertain fans of the series for endless variations of play, especially when combined with other deck-building games in the series.

If you’ve never played one, here’s the basic mechanic behind deck-building games: Each player begins with a small default deck of cards (10 starting out in all of the above games) and goes through rounds in which they play cards from their hands to buy more cards into their discard pile. When they run through all their cards, the player shuffles it back into the deck. Many of the cards have a secondary ability, such as letting the player draw more cards out of the deck, take cards from the discard pile, or eliminate useless cards from their hand or discard pile. The goal is to gain effective cards and streamline your deck to get as many effective cards into your hand as quickly as possible.

The first thing that makes The Lord of the Rings: The Two Towers stand out is that each player gets to assume the role of one of the characters from the film: Samwise, Frodo, Legolas, Aragorn, Merry & Pippin, Gimli, or King Theoden. By drawing from a selection of oversized Hero cards, the player randomly determine which character they are (or you can just choose). Each different character gets a unique card that goes into their starting deck. For example, Frodo’s card (called “It’s Getting Heavier”) allows him to gain control of The One Ring card while Samwise’s card (“There’s Some Good in This World”) protects from possible negative results from cards and allows you to draw another card.

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Securing Gamer Posterity

Securing Gamer Posterity

pic_MirusiyaLetterThe hobby of tabletop roleplaying games officially kicked off in early 1974, with the publication of Gary Gygax and Dave Arneson’s Dungeons & Dragons. 2014, which is right around the corner, is thus the 40th anniversary of both D&D and the hobby to which it gave birth. Think about that for a moment: people have been rolling polyhedral dice and pretending to be knights and wizards for nearly four decades. If I didn’t already feel old, that fact certainly would have made feel so.

Though RPGs are still going strong after all these years, the same cannot, unfortunately, be said of many of its founding figures. We lost Gary Gygax in 2008 and Dave Arneson the following year. Many more have followed in the years since, several of whom have been noted here at Black Gate. Many others are still with us, of course; it’s my hope that we’ll take the time to honor and, above all, thank them for their contributions to our lives while we still have the chance to do so. I can’t speak for anyone else, but I have been endlessly enriched and improved because of that boxed set I cracked open at Christmas 1979. I cannot begin to imagine how different the course of my life might have run if it had not been for this crazy hobby. Roleplaying games have truly had a huge impact in making me the person I am today. I doubt I am alone in feeling this way.

Given the importance RPGs have played in so many lives and how influential roleplaying games, both as entertainments and as creative endeavors, have become, I don’t think it’s at all unreasonable to want to see their history preserved for the benefit of future gamers – and historians, some of whom will undoubtedly find value in exploring how a bunch of “let’s pretend” games came to be the wellsprings of so much of contemporary popular culture. Sadly, this hasn’t been the case. There’s no Gygax Collection at the University of Chicago nor are the Arneson Papers safely lodged at the Elmer L. Andersen Library at the University of Minnesota. If you’re interested in piecing together the early history of the hobby – and the individuals who helped create it – you’ll likely have to rely on much more scattered resources to do so, assuming you can find them at all.

Unless you’re interested in M.A.R. Barker and his fantasy world of Tékumel, that is.

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Neoclassical Adventure

Neoclassical Adventure

afgIf you’ve been following the online discussion of tabletop roleplaying games (especially fantasy roleplaying games) over the last few years, odds are good you’ve heard of the “Old School Renaissance.” For that matter, if you’ve been following the RPG coverage here at Black Gate, you’ve probably already noticed this term being used in numerous blog entries before this one. As folks online are wont to do, some will quibble and kvetch about the precise meaning of the OSR (as it’s come to be known; it even has a logo!), but, at its most basic, the Old School Renaissance is a renewed appreciation for the RPGs of the 1970s and ’80s, as well as a renewed interest in playing these classic games.

Gamers being what they are (and always have been), it wasn’t long after the OSR picked up steam that people wanted to start producing new material for their favorite RPGs, a desire facilitated by the Open Gaming License and System Reference Document that Wizards of the Coast released at the same time as the Third Edition of Dungeons & Dragons in 2000. Together, they made it possible to create and sell “clones” (or “retro-clones”) of popular roleplaying games from the past, games that are in many cases are long out of print or locked away in the IP vaults of a corporation. Want to write an adventure for your beloved 1981 edition of D&DLabyrinth Lord lets you do that. Want to publish a new campaign setting for AD&D? OSRIC gives you the tools for just that. There are also clones for games like RuneQuest, Gamma World, Chill, and many more, not to mention many older games that have come back into print as a result of the renewed interest the OSR has generated in them. Whatever your favorite game of the past, odds are good that you’ll be satisfied.

There’s another category of old school RPGs, however. They’re not clones, since they aren’t modern-day restatements of older rules sets, but they do take clear inspiration from their predecessors of yore. They are, for lack of a better term, neoclassical roleplaying games.

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Fredric Brown, Stanley G. Weinbaum, and Appendix N: Advanced Readings in D&D

Fredric Brown, Stanley G. Weinbaum, and Appendix N: Advanced Readings in D&D

What Mad Universe-smallTime to get caught up with the tireless Mordicai Knode and Tim Callahan, as they trek towards the finish line of their epic Appendix N re-read over at Tor.com.

This time, they take a look at two names very familiar to Black Gate readers: Fredric Brown and Stanley G. Weinbaum, both of whom we’ve discussed recently, and at considerable length.

In fact, just last week I examined The Best of Fredric Brown, calling it “one of the best short story collections I’ve read in years.” Any collection which included “Arena,” “Puppet Show,” and “The Geezenstacks” has to be considered a classic, and I was looking forward to seeing what our intrepid literary explorers thought of it.

Not much, going by Tim’s analysis:

A spaceman single-handedly battles for the fate of the human race. A god plays war games with knights and bishops. Test tube babies become the new anointed ones. A mountaineer comes face-to-face with a yeti. Earth’s first contact with Mars goes horribly awry.

These are things that happen in the stories, often very short stories, of Fredric Brown. I can see why Gary Gygax liked them.

Unfortunately, their connection to Dungeons & Dragons is vague at best. They seem to fall into a category that, after reading most of these Appendix N recommendations, I can now confidently call Somewhat Clever Things Gary Gygax Enjoyed but are Pretty Tedious to Read Today.

Like the works of L. Sprague de Camp and Fletcher Pratt, the stories by Fredric Brown seem to be the kinds of tales that would delight Gygax with their intellectual playfulness and that might be reason enough for their inclusion on his list of recommended reading, but the cleverness only goes so far, and the stories feel pretty thin otherwise.

Bah. I don’t mean to critique the critic, but I think Tim was asleep at the switch here. Maybe he should have read these magical tales on a long plane-ride to Las Vegas, like I did, instead of hunched over his laptop, thirty minutes before deadline.

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New Treasures: Star Trek Catan

New Treasures: Star Trek Catan

Star Trek Catan-smallStar Trek what?

You heard me. Star Trek Catan. The game of building, trading, and… well, I’m not sure exactly. But the moment I saw that cover graphic of the starship Enterprise hovering over a futuristic medieval village (uh, what?), I knew I had to have a copy.

And now I do. I’m still puzzling over it, to be honest. Exactly how the Star Trek license in any way enhances the basic mechanics of a resource-trading colonization game that sold 15 million copies in its original incarnation is still very unclear to me.

But it comes with 60 little model spaceships, including replicas of the Enterprise. 60! In a bunch of different colors. The rules are almost superfluous at this point. I was happy the moment I unpacked the box and started pushing little starships around the board, making warp engine noises.

Here’s the box copy, since you may pay more attention than I did:

SPACE… the Final Frontier. The many resource rich planets within the limits of Federation territory await exploration and settlement. Build outposts and star bases to extract the resources. Using your fleet of starships, establish supply routes that enable you to boldly go further into deep space. Avoid resource shortages by trading with your opponents and Federation neighbors. If your opponents venture too far into your space, though, you might need to divert the Klingons to drive them away. because in the end, only one can be the Federation’s greatest hero. Take up the challenge!

Star Trek Catan transports the timeless game concept of the world’s most acclaimed board game — The Settlers of Catan — into the exciting Star Trek universe. The popular characters of the Starship Enterprise come into play through novel new “support cards.” Build, trade and settle where no one has gone before. Since 1966, millions of Star Trek fans all over the world have watched the adventures of the Starship Enterprise, Captain Kirk and Mr. Spock. And since 1995, millions of enthusiastic players all over the world have played Klaus Teuber’s The Settlers of Catan — a board game classic. It’s time to bring them all together on the Final Frontier.

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New Treasures: The Justice Trade

New Treasures: The Justice Trade

The Justice Trade-smallIt’s been a good couple of years for science fiction role players, especially if you like your settings dark and gritty.

Last month, Chronicle City released Cold & Dark, a game of horror in the depths of unexplored space, and last year Pelgrane Press’s Ashen Stars won the 2012 ENnie Award for Best Setting.

I have to admit that what usually attracts me to a new game is the setting and especially the adventures. I’m rarely lured in by elegant system design or the promise of new character feats or something similar. But show me a tantalizing mystery on the perimeter of known space, involving derelict spacecraft or the last desperate transmissions from a lonely mining outpost, and I’m ready to suit up.

That’s one reason I’ve been so drawn to Ashen Stars. I was much impressed by the first major campaign for the system, a 140-page book of linked adventures by Gareth Hanrahan, which I raved about in my August review, “Some Mysteries You Don’t Want to Solve: Exploring Dead Rock Seven.” Here’s what I said, in part:

Dead Rock Seven contains four stand-alone adventures that can be used independently to add variety to your campaign. And variety is the keyword here… players will be investigating mysterious deaths on an old asteroid mine, plunging into the underworld of the high-tech planet Andarta in search of a missing shareholder of the shady Loghos Corp, discovering the strange secrets behind a cooking contest on a space station, and more.

Dead Rock Seven left me impatiently waiting for additional adventures for Ashen Stars and Pelgrane Press finally accommodated me with the release of The Justice Trade, a brand new collection of intriguing scenarios written by Leonard Balsera, Robin D. Laws, Bill White, and Kevin Kulp.

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Try a Free Cold and Dark Adventure

Try a Free Cold and Dark Adventure

Cold and Dark-smallLast week, I talked about a promising new RPG of science fiction horror, Cold and Dark, from Chronicle City Games.

I say promising because any time an RPG includes stats for alien beasts that scuttle around remote asteroids, deadly secrets from ancient star-faring civilizations, and the threat of genocide through an infectious madness, you know you’re in for some great gaming.

Shortly after the post went live, I heard from Angus Abranson at Chronicle City:

The article on Cold & Dark is great, thanks. The only thing I’ll add is that (yesterday) we posted up a free 65-page Quickplay for the game which also includes an adventure so people can ‘try before they buy.’

You can download the Quickplay via our webstore here.

Woo-hoo! What makes a great game even better? Free stuff! Thanks, Chronicle City. You’re all right.

It’s our duty to pass this news along to you, naturally. Because we look out for you. Especially in regards to great games and free swag.

Now you have no excuse not to check out Cold & Dark. I expect a steady stream of reader reports on epic gaming sessions. Especially ones in which you neglected to bring along sufficient ordinance and your team ran out of ammo somewhere in a dark corridor far, far below the surface. Those are my favorite.

Good hunting, people.

Vintage Treasures: Greg Stafford’s Pendragon

Vintage Treasures: Greg Stafford’s Pendragon

Pendragon Chaosium-smallBack in August, I wrote a mini-history of one of my favorite gaming companies, Chaosium, in the middle of a review of Pavis: Gateway to Adventure.

That was fun. Plus, it was a great excuse to wax nostalgic about the brief period between 1981 and 1986, when Chaosium released some of the finest RPGs and RPG supplements ever created. Published in handsome boxed editions, they started with Thieves’ World and continued with Stormbringer in 1981, Borderlands (1982), Worlds of Wonder (1982), Superworld (1983), Pavis (1983), Masks of Nyarlathotep (1984), Cthulhu by Gaslight (1986), H.P. Lovecraft’s Dreamlands (1986), Spawn of Azathoth (1986), Arkham Horror (1984), Ringworld (1984), Elfquest (1984), Hawkmoon (1986), and the fabulous Horror on the Orient Express.

Wonderful stuff. Masks of Nyarlathotep is frequently cited — even today — as one of the finest adventures released for any game system, and Arkham Horror is considered a classic board game, still in print today in a new edition from Fantasy Flight Games. Many titles were expanded and reprinted in later editions, including StormbringerCthulhu by Gaslight, and Dreamlands.

But perhaps the most celebrated release, of a fabulous line up, was the title that legendary game designer Greg Stafford — founder of Chaosium and creator of the fantasy world Glorantha — considered his masterpiece: the Arthurian role-playing game Pendragon.

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Inspiration and Emulation, Tolkien and Gygax

Inspiration and Emulation, Tolkien and Gygax

Ballantine The Return of the King-smallTo say that I have an abiding interest in the relationship between tabletop roleplaying games and the literary inspirations of their creators is something of an understatement.

Notice, though, that I said “inspirations” rather than another word that frequently gets bandied about when discussing the relationship between literature and RPGs – emulation. I can’t recall precisely when I first heard the term “emulation” used in the context of roleplaying games, but I’d be surprised if it were before the late 1980s. That’s about a decade after I entered the hobby, so my memory is admittedly fuzzy and I could well be mistaken. On the other hand, I heard the term “inspiration” a great deal, most notably in (you knew this was coming!) Gary Gygax’s 1979 Appendix N and the “Inspirational Source Material” found in the 1981 Tom Moldvay-edited edition of Dungeons & Dragons. Back in those days, game creators often talked about the books whose characters, plots, and ideas had fired their imaginations to such a degree that they decided to create a RPG that drew on them; they still do.

“Emulation” is something different. It’s one thing, I believe, to create a fantasy roleplaying game inspired by, say, Robert E. Howard’s stories of Conan the Cimmerian, but an entirely different thing to create a roleplaying game intended to emulate the adventures of Conan. Emulation implies a degree of fidelity to its literary sources (at least thematically), as well as some means – whether rules or advice – to ensure that experience of playing the game imitates that source material. An example of what I’m talking about that comes immediately to mind is Chaosium’s Call of Cthulhu RPG. While its rules do not explicitly talk about emulation, they do include game mechanics for the loss of sanity that results from encounters with blasphemous tomes and eldritch horrors. The creator of a game that’s merely inspired by some literary source is under no such obligations. After all, inspiration can take many forms, many of which do not include aping one’s sources of inspiration.

I mention all of this as a prologue to a large, more contentious discussion, namely the place of the works of J.R.R. Tolkien in the creation of Dungeons & Dragons.

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