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Gen Con 2013 Post-Convention Recap – Part 1

Gen Con 2013 Post-Convention Recap – Part 1

As always, the best four days of gaming did not fail to impress. The number of cool new (or just new to me) games was astounding, so I’ll do a quick run-down of them here and then go into a bit more depth in individual and group reviews over the next couple of weeks. I’m going through these games mostly sequentially of how I experienced them, rather than in any specific order of preference.

Day 1

legacy-gears-of-time-38One of the first games I came across upon entering the Exhibitor’s Hall was Legacy: Gears of Time (Amazon). This game’s from a relatively new company, Floodgate Games, and was funded through a Kickstarter. I first heard of it a few months back, when they Kickstarted the Legacy: Forbidden Machines expansion. Unfortunately, this was right after a little heart-to-heart with my wife about my Kickstarter “issue” … so I had pledged to pretty much stop backing any Kickstarter projects.

Legacy: Gears of Time is a time-travel themed technology-building card game. Basically, you move back in time along a track and establish technologies. Some technologies are “Fundamental,” but others require certain technologies to be established earlier in the timeline for them to work. You can establish a Combustion Engine without Fire or The Wheel in play, but the Combustion Engine won’t actually be successful until those earlier technologies are established. When you establish working technologies, you gain Influence tokens. In order to keep technologies working, you not only have to establish the technologies, but keep them active by using your Influence on them, so that the technology (or its prerequisites) don’t fade out of existence. This Influence mechanic also allows you to basically seize control of a technology established by someone else and get points for controlling that technology.

It’s a fun game. My one immediate issue is that the artwork isn’t the most polished. It has that “Good, but …” artistic feel that I’ve found on several of the Kickstarter board games that I’ve seen. However, the mechanics are rock solid and I’ll be doing a more in-depth review of the game and expansion in the future, since I now own a copy!

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The Exploding World of Castles and Crusades

The Exploding World of Castles and Crusades

Codex CeltarumI was disappointed I wasn’t able to go to GenCon this week. Although I’ve been enjoying Howard Andrew Jones’s sporadic updates on Facebook, and looking forward to a detailed report when he gets back.

In the meantime, I’ve been consoling myself with memories of my last game convention, Gary Con V in March. I wrote up a detailed report on Gary Con IV last year, but just didn’t have time to do it justice with a full length write-up this year. But I sure enjoyed the few hours I was able to spend there. The highlight for me, as usual, was the Dealer’s Room, which gets bigger and more varied every year.

I was pleased to be able to say hello to Kelsey “Rose” Jones at the Games By Gamers booth, makers of the world’s best dice bags, and tell her how much I enjoyed her work. And buy a new bag for my daughter, who complained that the ones I brought home last year were “covered in skulls and icky stuff, and not pretty. At all.” She was right, and this time I got her a nice bag with a fall color print, which made her extremely happy.

I was also very pleased to finally meet Jeffrey Talanian and Ian Baggley — the writer and artist behind the terrific Astonishing Swordsmen & Sorcerers of Hyperborea, which I reviewed last December — and buy a copy of the hot-of-the-press first issue of Gygax Magazine. I also met the friendly folks at Faster Monkey Games, and bought a copy of Castle Ravenloft from the Noble Knight Games booth, which was stocked with a wonderful assortment of new and collectible games in great condition — and at great prices.

But my most impressive stop was at Stephen Chenault’s Troll Lord booth, where I was astounded at the wide range of new Castles & Crusades titles. I had a nice talk with Stephen and left feeling very jazzed about the exciting things in store for Old School Renaissance fans.

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Step Into the Traveller Universe with Fate of the Kinunir

Step Into the Traveller Universe with Fate of the Kinunir

Fate of the KinunirbyIf, like me, you have fond memories of mustering out after a few tours of duty and becoming a ship captain plying the Spinward Marches, guided only by a trio of slim black volumes with the Traveller logo, then you’ll be very pleased to hear that there’s a line of promising tie-in novels headed your way.

The first one, Robert E. Vardeman’s Fate of the Kinunir, was published in multiple e-book formats on August 1. Vardeman is the author of the Cenotaph Road series, as well as the Swords of Raemllyn books and the Demon Crown Trilogy, among many others.

The books are being packaged by Athans & Associates Creative Consulting, under license from Marc Miller’s Far Future Enterprises, who have overseen the Traveller product line for the last decade or so — including the superb First Edition reprints, and the entire 5th Edition line.

Personally, I’m very pleased to see some fiction set in the Traveller universe. I was never a very serious Traveller player; but for that brief period I did play, I had a great deal of fun running my little merchant ship between outlying systems, selling whatever I could find to trade. Traveller was the only role playing game I knew that had a complete little economic mini-game buried in its trading charts, and for years after we played, I still daydreamed about being a merchant in the stars.

According to Athans & Associates, Fate of the Kinunir will be followed by a new book every month for the next year, including novels by Tim Waggoner, Erik Scott de Bie, Martin J. Dougherty, Darrin Drader, and others. The fiction line will be managed by Philip Athans, the founding partner of Athans & Associates, who was the senior managing editor at Wizards of the Coast, overseeing the novel lines for the Dungeons & Dragons settings Forgotten Realms, Dragonlance, and many others.

Fate of the Kinunir was published by Far Future Enterprises on August 1st. It is 212 pages, priced at $5.99 for the Kindle edition.

[Thanks to John DeNardo at SF Signal for the tip].

Vintage Treasures: Adventure on the Final Frontier with Star Explorer

Vintage Treasures: Adventure on the Final Frontier with Star Explorer

Star Explorer FGU-smallHow do you create a Star Trek game without a Star Trek license?

Turns out it’s not actually that hard — at least not if you follow the example of Star Explorer, the science fiction game of “Adventure on the Final Frontier” published in 1982 by Fantasy Games Unlimited.

Star Explorer was released three years after Star Fleet Battles, Steven V. Cole’s groundbreaking wargame from Task Force Games in 1979, and the same year as the first true Star Trek RPG, Star Trek: The Role Playing Game, published by FASA. Both competing titles were hits, with multiple editions over the next few decades.

In contrast, Star Explorer vanished pretty quickly, with virtually no supporting material at all. Which is a shame, because it had a lot of potential.

Star Explorer is an adventure game of exploration and encounter in deep space. It places you in the role of a starship captain who must command her ship on a variety of dangerous missions. Success depends on your ability to select the right crew for away missions and to tweak your ship design as required.

While it had some role playing aspects, it was really a board game, with a board and everything. Not a board that displayed tantalizing planets and star systems for you to explore, sadly. No, just a green, featureless tactical map used to resolve star combat. But you did get 240 colorful counters you could push around the map and imagine were exploring stuff.

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Some Mysteries You Don’t Want to Solve: Exploring Dead Rock Seven

Some Mysteries You Don’t Want to Solve: Exploring Dead Rock Seven

dead-rock-sevenOne of the most popular gaming articles I’ve written in the last year was my review of Robin D. Laws’s Ashen Stars, the new science fiction RPG from Pelgrane Press. Month after month, that review has been creeping up the traffic charts.

It’s not hard to see why. Ashen Stars is one of the best new SF games on the market — and one of the best new RPGs in any category. It was a winner in the “Best Setting” category in the 2012 ENnie Awards and Pelgrane Press has continued to support it with top-notch adventures and other supplements. It’s taken a while to catch on, but the industry is starting to notice.

Here’s what I said, in part, in my October review:

Robin D. Laws has created an extremely appealing game of space opera procedural mysteries. In the tradition of the best hard boiled detective fiction, players are constantly scrambling for money, equipment, and respect… all of which they’ll need to succeed in a war-ravaged perimeter where trust is a precious commodity, and very little is truly what it seems.

The players in Ashen Stars are private eyes — excuse me, licensed mercenaries — acting as freelance law enforcement on a rough-and-tumble frontier called “the Bleed,” where humans and half a dozen alien races mingle, compete, and trade. The Mohilar War that devastated the once powerful governing Combine ended seven years ago, and no one is sure exactly how. The Combine is in no shape to govern the Bleed, and rely on loosely-chartered bands like the players to maintain peace in the sector, keep a lid on crime, and investigate odd distress signals from strange corners of space…

The writing and color art are impressive throughout, and the book is filled with fascinating tidbits that will make you anxious to play, and re-introduce you to the essential joy of role playing.

Given a game with that much promise, I was anxious to see what kinds of adventures would arrive to really flesh it out. Now I finally have my hands on the first major campaign for the setting, Dead Rock Seven, a set of four scenarios by Gareth Hanrahan, and I’m pleased to report that I’m not disappointed.

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Revisit Pavis: Gateway to Adventure

Revisit Pavis: Gateway to Adventure

Pavis Gateway to Adventure-smallLast April, Sarah Newton wrote a marvelous two-part review of Moon Design’s Pavis: Gateway to Adventure, the third (and easily the most massive) edition of a fantasy setting I first enjoyed 30 years ago.

Getting my hands on one proved to be more challenging than I expected, however. Apparently, the first printing sold out quickly and I had to wait until it was reprinted. Finally, more than a year after Sarah’s enticing review appeared here at Black Gate, I was able to sit down with my own copy.

Why was I so intrigued? Partly it was memories of that marvelous first edition, a gorgeous boxed set from Chaosium. Pavis was one of the most ambitious RPG adventure supplements ever made when it appeared in 1983: a completely realized bronze age city, packed with historical detail, strange cultures and cults, maps, thieves, profiteers, and adventurers.

Most important of all, however, Pavis was a launching point for adventure in Big Rubble, its sister publication, a ruined city overrun by trolls, snakes — and much worse things. The subtitle of the new edition is “Gateway to Adventure,” and that’s a wholly accurate description.

The new edition combines both Pavis and Big Rubble under a single cover, adding a host of new material on top of an already well-realized setting.

The result is a terrific product, with more tightly-woven encounters and plot threads and everything you need to kick off a grand adventure.

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Gygax Magazine #2 Announced for Gen Con

Gygax Magazine #2 Announced for Gen Con

Gygax Magazine 2The second issue of Gygax magazine is now at the printer and will ship in time for Gen Con.

Holy cats, that’s next week. This year Gen Con, the largest game convention in the country, takes place August 15-18 at the Indiana Convention Center.

We’ve been anxiously (and impatiently) awaiting the second issue of Gygax. I reviewed the fabulous first issue back in March and thought it was entirely successful at capturing the spirit of the earliest days of role playing, particularly the first issues of The Dragon, the magazine that shaped and guided the industry in the mid-1970s.

Gygax is a “quarterly adventure role-playing aid” that seems to be sticking more closely to an annual publishing schedule. As that sounds eerily similar to the eventual schedule for the print version of my own magazine, Black Gate, I’m just going to keep my mouth shut and not throw stones.

What I am going to do is peer closely at the pic of the Table of Contents recently published at the MTV Geek and see what I can make out. Looks like Tim Kask has an article on Tactics in Samurai Battles, Joy Libby looks at Hitchhiking in Doctor Who, Bryan Pope (Pipe? Page?) examines Building a Winning Spellbook for Mage Wars, and Vincent Flavio looks at The Old-School Renaissance.

That’s about all I could get before my eyes gave out. I’ll have to wait for the print version to discover the rest. For now, I’ll enjoy that tantalizing Jeff Easley cover and keep an eye on the magazine stand at my local game shop.

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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