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Unleash your inner Conan with Barbarian Kings

Unleash your inner Conan with Barbarian Kings

Barbarian Kings SPI-smallMagic Spells and Enchantments! Elves and Orcs and Dwarves! Airships and Pirate Fleets! Heroes and Wizards and… Barbarian Kings.

That’s the cover copy on the boxed version of Barbarian Kings, one of the most fascinating games from my childhood, a game clearly inspired in equal measure by Robert E. Howard and J.R.R. Tolkien. Except for the airships, which I think maybe was an attempt to throw in a little Edgar Rice Burroughs and John Carter of Mars.

My fascination didn’t stem from any virtue of the game design. In fact, I never even had the chance to play it when it was first released in 1980. But it loomed large in my imagination.

Barbarian Kings was originally published in Ares #3. I’ve mentioned Ares before — it was the short-lived (and today, highly collectible) magazine published by SPI that included a science fiction or fantasy board game in every issue.

And what games they were. Star Trader, simulating high-stakes interstellar trade, commerce, and piracy; The High Crusade, inspired by Poul Anderson’s classic novel of a medieval conquest of the galaxy; Nightmare House, which featured intrepid explorers venturing into a haunted house; Voyage of the B.S.M. Pandora, a solitaire game of interstellar exploration on savage worlds; The Omega War, simulating a post-apocalyptic battle on a war-scarred North America in 2419. And nearly a dozen others.

And in issue #3, it was Barbarian Kings, a simple but compelling game of fantasy empires in conflict for 2-5 players. The Jack Kirby-inspired art on the cover communicated just about everything you needed to know (click on the image at right for a bigger version). This was a game of empire building in a world of dwarves, orcs, and magic, just like any of a hundred fantasy novels crowding the shelves in the 70s. It was a compact theatre of the imagination that could drop you smack dab into your favorite fantasy setting and let you run rampant with an army at your back. And airships. Let’s not forget the airships.

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Roger Zelazny, August Derleth and Appendix N: Advanced Readings in D&D

Roger Zelazny, August Derleth and Appendix N: Advanced Readings in D&D

The Great Book of Amber-smallI’ve been spending a lot of time with Gary Gygax’s Dungeon Masters Guide recently, as I guide my young players through a wilderness campaign using Outdoor Survival. The DMG is a treasure trove of handy tables, excellent advice, and fascinating tangents — atrociously organized, of course, but that’s part of its charm. Like the most useful book in all fantasy, the Junior Woodchucks Guidebook (seriously — I’d kill for a copy of that book), you can flip pages at random and never know what indispensable tidbit you’ll find.

Appendix N, which lists the great fantasy writers whose collective contributions laid the groundwork for Dungeons and Dragons, is just one of those finds; but it’s one which has received a great deal of attention. Mordicai Knode and Tim Callahan at Tor.com are sampling the work of every author in Appendix N; so far they’ve covered Robert E. Howard, Poul Anderson, Sterling E. Lanier, Fritz Leiber, Edgar Rice Burroughs, and Jack Vance.

Last week, Tim turned his attention to Roger Zelazny and The Chronicles of Amber. He wasn’t impressed:

I merely sampled the first book in the series, Nine Princes in Amber, originally published in 1970, and that was more than enough… if the first book in Roger Zelazny’s Amber series is considered any kind of classic, then it must be because the novel is graded on a curve. A curve called “pretty good for an opening novel in a series that gets a whole lot better,” or maybe a curve called, “better than a lot of other, trashier fantasy novels released in 1970, when there was nothing on television but episodes of Marcus Welby and the Flip Wilson Show…”

It’s not that I found Nine Princes in Amber uninteresting; it’s just that I found the novel shockingly discordant and unsatisfying to actually read all the way through. It’s a novel that slams together jokey Hamlet references in the narration with pop psychoanalysis and superhuman beings and shadow realms and dungeons and swords and pistols and Mercedes-Benzes.

Actually, that last sentence is almost exactly how I remember Nine Princes in Amber. Shadow realms and dungeons and swords and pistols and Mercedes-Benzes. Yeah, that pretty much covers it.

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Pathfinder RPG: Chronicles of the Righteous

Pathfinder RPG: Chronicles of the Righteous

ChroniclesRighteousIf you’re one of the generation of gamers who cut their teeth on 20-sided dice, you know that the mythology around the Dungeons & Dragons fantasy settings often hinge upon the machinations of deities, at times capricious and petty, at times aloof, at times all too ready to lend a not-particularly-helpful hand. (Yes, I’m looking at you, Fizban.)

The gods also play a central role in the D&D-stepchild game of Pathfinder RPG, produced by Paizo Publishing. Their setting of Golarion puts an interesting twist on the gods, by featuring a number of deities that were once mortals who ascended to godhood. The gods of Golarion are controversial and the cause of much conflict, with the desert nation of Rahadoum going so far as to outlaw the worship of any deity under penalty of death. (The atheism of Rahadoum is a central theme in James L. Sutter’s fantastic novel, Pathfinder Tales: Death’s Heretic.)

But the gods are not the only otherworldly beings that have designs on Golarion. In their recent Pathfinder Campaign Settings release, Chronicles of the Righteous (Amazon, Paizo), Paizo dives more deeply into the Empyreal Lords. These are supernatural beings from other realms who have ascended to prominence in the Outer Planes, becoming almost like lesser gods who focus on their domains of interest and gather smaller groups of dedicated followers and servants to further their interests on Golarion.

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Tabletop Gaming On The Rise

Tabletop Gaming On The Rise

Tabletop RPGs-smallThere’s an interesting article in the Times Free Press this week that examines the growing evidence that tabletop role playing is experiencing a significant resurgence.

Written by Casey Phillips, the article, “After 40 years, popularity of tabletop gaming rises despite high-tech competition,” mixes industry stats with anecdotal evidence gathered from the Chattanooga area.

D&D and other role-playing games increasingly are becoming a mainstream activity. In a 2000 survey, Wizards of the Coast — the current owners of the D&D universe of products — estimated that 5.5 million people in the U.S. regularly play tabletop roleplaying games…

With the recent growth of nerd culture through blockbuster comic book films and the growth of the video game industry, role-playing has been embraced more positively by pop culture, serving as a plot device in TV shows such as Futurama, Freaks and Geeks, Community and The Big Bang Theory

In a 2004 essay about his introduction to D&D as a seventh grader, talk show host Stephen Colbert writes, “I… was instantly hooked. It allowed me to enter the world of the books I was reading. I put more effort into that game than I ever did into my school work.” In 2011, he also issued an on-air shout-out to “any half-elf thieves who are joining us tonight.”

I’m not sure I believe that 5.5 million people stat from Wizards of the Coast — unless maybe they define “regularly plays tabletop roleplaying games” as “daydreamed about being Legolas one time.” But I definitely concur that D&D has become tightly identified with the rise of nerd culture, and that has played a very real part in popularizing it and other role playing games. I witnessed that first hand, when my daughter asked to play after her friends watched the “Advanced Dungeons and Dragons” episode of Community.

Read the complete article here.

Experience the Epic Madness of Eternal Lies From Pelgrane Press

Experience the Epic Madness of Eternal Lies From Pelgrane Press

Eternal LiesPelgrane Press has been producing some of the most ambitious and exciting RPGs in recent memory.

They began in 2001 with one of my favorite RPGs, The Dying Earth, based on the rich world created by Jack Vance. More recently, we covered their ENnie Award-winning SF game Ashen Stars; the mammoth adventure compilation for Trail of Cthulhu, Out of Space; and their epic fantasy release 13th Age — which topped the list of 9 Most Anticipated RPGs of 2013 recently compiled by EN World.

But it’s quite possible they’ve topped all of those with Eternal Lies, a massive new campaign for Trail of Cthulhu by Will Hindmarch, Jeff Tidball, and Jeremy Keller. The early buzz on Eternal Lies compares it very favorably to Masks of Nyarlathotep, the seminal 1984 mega-adventure for Call of Cthulhu that is frequently (and justifiably) cited as the finest role playing adventure ever written.

A decade ago, a band of occult investigators battled against the summoning of an ancient and monstrous evil.

They failed.

Now, you must piece together what went wrong. Investigate ancient crypts, abandoned estates, and festering slums. Explore choked jungles and the crushed psyches of your predecessors. Follow in their footprints and make new ones of your own. This time, there won’t be another chance. The world is yours to save… or lose.

Pelgrane Press is selling the adventure in a special pre-release bundle with the soundtrack album, print edition, and PDF. They’ve created an audio trailer voiced by Wil Wheaton, which you can listen to here.

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The Secret Supplement: Greyhawk, Gygax, and Outdoor Survival

The Secret Supplement: Greyhawk, Gygax, and Outdoor Survival

Outdoor Survival-smallA while ago, my 13-year-old daughter Taylor told me her friend Will had seen the famous “Advanced Dungeons and Dragons” episode of Community and wanted to learn how to play.

“Sure,” I said. “Tell him to come over on Saturday and I’ll put together a quick adventure for both of you.” My 15-year-old son Drew joined in, creating a fighter, and even Tim, my 17-year old, got in on the action, rolling up a 1st level magic user.

That was over six months ago. What began as a simple session, involving a bunch of farm kids rescuing a dwarven thief named Jasper from marauding gobins, has evolved into an epic campaign, a desperate adventure to stop an army of hobgobins and orcs from completing a railroad that will bring war to their frontier home.

It’s the most fun I’ve had role playing in decades.

I introduced my kids to D&D years ago, but we played only intermittently, and the campaign — such as it was — never really built up steam. The addition of a fourth player, from outside the family, has brought with it a regular Saturday morning schedule, and the result is a much heightened level of interest from everyone involved.

Things are happening faster, they’re leveling up quicker, and they spend the days between sessions talking excitedly, planning, and trying to puzzle out how all the clues they’ve uncovered fit together to reveal the sinister plan behind events.

It’s brought a change in how I dungeon master, too. When I was DM for a group my own age, from roughly 1980 to 2000, there was a certain level of performance anxiety. Every session had to be bigger and better, each adventure more ambitious and epic than the last. I couldn’t just create a fun, two-hour subterranean module… I had to bring an entire underworld civilization to life, with a believable backstory and vast cast of heroes and villains.

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Jack Vance and Appendix N: Advanced Readings in D&D

Jack Vance and Appendix N: Advanced Readings in D&D

The Eyes of the Overworld-smallAh, Appendix N, the gift that keeps on giving. In the years before the Internet, it’s how young readers discovered great fantasy.

Over at Tor.com, Tim Callahan and Mordicai Knode continue with their ambitious and well-researched journey through Gary Gygax’s famous Appendix N, the library of fantasy and SF titles in the back of the Dungeon Master’s Guide. They’ve already covered Fritz LeiberEdgar Rice BurroughsSterling E. Lanier and Robert E. Howard. Here they are on Jack Vance:

Mordicai Knode: Also worth noting that everybody’s favorite evil wizard turned lich turned demigod turned major deity, Vecna, is named after a “Vance” anagram. & while we are pointing out bits and pieces — like the prismatic spray, which is such an amazing piece of writing, such a great turn of phrase, that it inspired a whole range of spells — I want to mention the ioun stones. In Dungeons & Dragons they are these little gemstones that float around your head—I always imagined the Bit from Tron — but in The Dying Earth story that inspired them, the IOUN stones are much more sinister and are gleaned from the center of a dwarf star that has been cut in half by the shrinking edges of the universe. Just let that sink in; that is really an incredible idea… And those sorts of ideas are scattered all over the book, like some pirate with holes in his pocket idly scattered gold doubloons all over it.

Tim Callahan: It’s kind of like, for me anyway, when I was a kid, and I’d read the AD&D Player’s Handbook or Dungeon Master’s Guide and just read through some of the spell names or magic item titles (without reading the descriptions below) and imagine what weird and wonderful things these powers and items could do. Vance reminded me of that world of possibilities, almost on every page.

Read the complete article here.

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The Doom That Came to Kickstarter

The Doom That Came to Kickstarter

The Doom That Came to Atlantic City-smallReports are coming in that Erik Chevalier, the man behind one of the most high-profile Kickstarter game successes of 2012, The Doom That Came To Atlantic City, has admitted that he will never produce the game.

The Doom That Came To Atlantic City, created by Eberron designer Keith Baker and artist Lee Moyer, was a Monopoly-style game with a distinct Cthulhu flair. Described as “A light hearted Lovecraftian game of urban destruction,” the game invited players to take the roles of Great Old Ones in a race to be the first to destroy the world. The Kickstarter campaign launched May 7, 2012 with a $35,000 goal; by the time it closed on June 6, 2012 it had raised an astounding $122,874.

However, over the past 13 months, Chevalier has been releasing increasingly bleak progress reports, culminating in this post Tuesday:

This is not an easy update to write. The short version: The project is over, the game is canceled…

From the beginning the intention was to launch a new board game company with the Kickstarted funds, with The Doom that Came to Atlantic City as only our first of hopefully many projects… Since then rifts have formed and every error compounded the growing frustration, causing only more issues. After paying to form the company, for the miniature statues, moving back to Portland, getting software licenses and hiring artists to do things like rule book design and art conforming the money was approaching a point of no return. We had to print at that point or never. Unfortunately that wasn’t in the cards…

Predictably, the feedback from backers has been scathing.

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Vintage Treasures: Avalon Hill’s Elric Young Kingdoms Adventure Game

Vintage Treasures: Avalon Hill’s Elric Young Kingdoms Adventure Game

Elric Avalon Hill-smallAll the recent fuss over The Kingkiller Chronicles TV adaptation has reminded me just what it takes to really break into public consciousness in this industry. I’m glad quality fantasy like A Game of Thrones and The Name of the Wind has been catapulted into the big leagues… especially since I know that most fantasy novels on sale this month will vanish from shelves long before the end of the year.

It takes a really exceptional property to endure without some kind of media tie-in. Fantasy like Michael Moorcock’s Elric, for example — still extremely popular among Black Gate readers, at least, despite the fact that the character first appeared, in the short story “The Dreaming City,” over 52 years ago.

Of course, just because Elric hasn’t been made into a Peter Jackson trilogy doesn’t mean he’s been completely ignored. Maybe there hasn’t been a Hasbro action figure or Saturday morning cartoon or feature film — but who needs all that stuff when you can play a board game from Avalon Hill, publishers of Magic Realm and Titan?

Avalon Hill’s Elric Young Kingdoms Adventure Game — man, that’s a mouthful of a title — was a deluxe board game published in 1984 and, to be honest with you, it wasn’t all that popular out of the gate. It was a re-packaging of Chaosium’s 1977 Elric: Battle at the End of Time, designed by Charlie Krank and Greg Stafford.

Avalon Hill had had some success re-publishing a handful of Chaosium’s products, especially Dragon Pass (1981), one of the most popular fantasy board games ever made, and I always kinda figured Chaosium threw in Elric as part of a package deal.

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Fritz Leiber, Edgar Rice Burroughs, and Appendix N: Advanced Readings in D&D

Fritz Leiber, Edgar Rice Burroughs, and Appendix N: Advanced Readings in D&D

Swords and Ice Magic-smallOver at Tor.com, Tim Callahan and Mordicai Knode continue with their thoughtful and entertaining tour through Gary Gygax’s famous Appendix N, the library of fantasy and SF titles referenced in the back of the Dungeon Master’s Guide. In the past few weeks, they’ve covered Fritz Leiber and Edgar Rice Burroughs — proving once again that they can write these columns faster than I can keep up.

So we’ll play catch-up today. Here’s what Mordicai says about Leiber, author of the genre-defining Fafhrd and the Gray Mouser tales.

Guys, Fritz Leiber’s Fafhrd and Gray Mouser are basically the bee’s knees. In fact, I might go so far as to say they are the most Dungeons and Dragons of anything on the Appendix N list… The thing about the Lankhmar stories is that they are actually how people play the game as well… Let me illustrate it thus: Fafhrd straps fireworks to his skis at one point in order to rocket across a jump. That sort of insanity is just so… well, so Dungeons and Dragons; I don’t know how Leiber does it… Leiber’s imagination is so fruitful that, well, it is like he has a chaos theory generator in his head. Billions of flapping butterflies.

So true! And here’s Tim on how Edgar Rice Burroughs’s John Carter novels may have influenced level limits.

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