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Deck-Building Battles with Warmachine: High Command

Deck-Building Battles with Warmachine: High Command

WM High Command_3DFor me, a good game is really a window into another world. It’s like a miniature story that is told with a set of pre-defined rules. The war games I play are rarely just games, like tic-tac-toe or chess, but instead a single battle in a larger war, which in turn is part of the story of the rise and fall of nations and the struggles of the people within them.

It was this perspective on gaming that first drew me to Privateer Press’s Warmachine line of miniature games. Though I loved the physical look of the figures, the fact is that I’m not an artist or a visually-compelled person as a rule, so it was really the setting that drew me in, the possibility to, in some small part, take part in the stories set in this world. And the giant warjacks didn’t hurt.

In fact, the first article I wrote for Black Gate was a review of Privateer Press’s Iron Kingdom roleplaying supplements, exploring their magically infused steampunk-style world of giant mechanical behemoths. Soon after, though, my involvement in Warmachine died off. I got married, became a father, and the disposable income to buy metal miniatures and disposable time to sit painting them went by the wayside (and there was a vast increase in anxiety, as little two-year-old fingers would inevitably seek to play with “Daddy’s dolls,” as they became known in my house).

Fast forward to the present, and it’s as if Privateer Press has found a solution to getting me back involved in one of my favorite gaming worlds. In addition to a whole new Iron Kingdoms line of RPG supplements (Amazon, Privateer Press) and digital fiction set in the Iron Kingdoms (Amazon), they have released a new deck-building game, Warmachine High Command (Amazon).

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Vintage Treasures: Pirates and Plunder

Vintage Treasures: Pirates and Plunder

Pirates and Plunder box-smallBack in the early 80s, publishers were still exploring the boundless possibilities of role playing.

It occurred to more than one designer that sword & sorcery — the tiny genre Gygax and Arneson had chosen to build their fabulously successful Dungeons & Dragons upon — was a niche market at best, with very limited widespread appeal.

Yet if D&D had managed to come so far with source material of such limited public familiarity, what might a game with much broader appeal accomplish?

And so the early 80s was a time when we had an astounding array of new role playing games promoted by a host of hopeful publishers, in a wide range of genres — science fiction, action, spy thrillers, mystery, superhero, and many others. There were gangster games (Gangbusters), Arthurian games (Pendragon), games based on popular action films (Indiana Jones, James Bond), and westerns (Boot Hill). There were horror games (Chill, Beyond the Supernatural), post-apocalyptic survival games (Twilight 2000, Gamma World), games based on prime time soap operas (SPI’s infamous Dallas), and bestsellers like Richard Adams’ Watership Down (Bunnies & Burrows).

Virtually all of them failed. Turns out that D&D didn’t succeed in spite of the fact that it drew inspiration from the classic heroic fantasy listed in the famous Appendix N, but in fact because of it. Sword & sorcery offered the kind of larger-than-life heroes players wanted to play — and more importantly, no other genre came so readily pre-packaged with a catalog of terrific opponents, from orcs to vampires to dragons.

But while most of those games are long forgotten today, a handful are still fondly remembered. Pirates and Plunder, a role playing game set in the golden age of piracy, is one of the latter. At least, it’s fondly remembered by me.

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Spotlight on Interactive Fiction: Fallen London

Spotlight on Interactive Fiction: Fallen London

The Wolfstack Docks icon for Fallen London
The Wolfstack Docks icon for Fallen London

There are several styles of interactive fiction games that can be found on the Internet, and while I’ve spent quite a bit more time with the Choice of Games catalog of adventures (my bias as one of their writers), I’ve also dabbled in a number of other games. Some of them are a bit more like CRPGs (computer/console role playing games) than storytelling, and combine words, pictures, and strategy games with the plot — they’re story heavy, but you as a player don’t really drive what happens next. Others, however, are quite a bit more open-ended, and Fallen London is one of those. In fact, Fallen London‘s greatest strength — the sheer quantity of it’s material and its open-ended paths — is also its greatest challenge.

In Fallen London, you begin as an escapee from new Newgate prison in a Victorian-feeling England that is populated by devils, rubbery men (reminiscent of Lovecraftian horrors or illithids from Dungeons and Dragons), people who have died but haven’t quite given up on moving about, and other strange things. You are, of course, a criminal, but it’s up to you to decide just how much you’ll continue to be one. You choose tasks, in text accompanied by small illustrations, that challenge and improve your basic statistics: watchful, shadowy, dangerous, and persuasive. The punishments for failure can be madness, death (though that’s not as permanent as you’d think), being the center of scandal to such a degree that you have to flee to a “tomb colony,” and suspicion to the point where the police arrest you. Thankfully, it takes quite awhile to build up enough failures to face any of these consequences, and sometimes being in prison or in a tomb colony — or even going mad or dying — can be just as interesting as the rest of the game. The “storylets” (as the folks at Failbetter Games, the company that makes Fallen London and other interactive worlds) help you both explore the world and build your skills, until you become a Person of Consequence (having raised one of your stats to over 100).

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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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