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Magic Realm Lives Again

Magic Realm Lives Again

DIGITAL CAMERAMagic Realm, designed by Richard Hamblen and released by Avalon Hill in 1979, is adventure fantasy role-playing wrapped up in a board game. No surprise, given the time. It has a complexity rating of 9 on Avalon Hill’s 10-point scale, is loaded with chits, and has a rule book approaching 100 pages of two-column small print.

In modern parlance, Magic Realm has crunch. And all that crunchy goodness is now available for free on your computer.

Before we examine the computer version, let’s have a look at the basics of play. There are sixteen characters for players to choose from in Magic Realm. Most of the usual tropes are covered: White Knight, Black Knight, Amazon, Wizard, Elf, Dwarf, etc.

Players choose their own victory conditions, setting goals of Gold, Fame, Notoriety, Usable Spells, and Great Treasures. They travel roads, caves, hidden paths and secret passages that stretch across the twenty tiles making up the board, and you’re not likely to see the same board configuration twice.

The exploration element is handled well. Goblins and dragons both show up on a tiles with caves, but until you get to a tile and hear a howl or roar, see the ruins or smell the smoke, you don’t know if goblins, dragons, neither, or both live there.

And knowing is critical. The White Knight can probably take a dragon, but a group of goblins will overwhelm him. The Amazon, on the other hand, can’t scratch a dragon with her starting equipment, but she can usually work her way through a half-dozen of the weakest goblins. (The Elf doesn’t care either way, as he can run away from both.)

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Sterling E. Lanier and Appendix N: Advanced Readings in D&D

Sterling E. Lanier and Appendix N: Advanced Readings in D&D

Hiero-s JourneyTor.com writers Tim Callahan and Mordicai Knode have been reading Gary Gygax’s famous Appendix N, the list of fantasy and SF titles in the back of the Dungeon Master’s Guide. This time Tim Callahan tackles Sterling E. Lanier, author of Hiero’s Journey.

It’s a terrific article, but I note that the editors chose Darrell K. Sweet’s cover for the 1983 Del Rey edition to accompany it, featuring our hero next to his mutant giant moose, chatting amiably with a bear. Dudes. (Or Dames, I dunno.) That’s waaay too sedate a cover for Lanier’s classic. The Vincent di Fate cover for the 1974 Bantam paperback (at right) is the one you want. (Click for a much bigger version, showing that toothy dino in all his glory).

It’s… an incredibly enjoyable book. Lanier may not be even close to as famous as Robert E. Howard, Jack Vance, or Roger Zelazny or some of the others from Gygax’s list, but Hiero’s Journey constantly surprised me with its inventiveness and slow built toward a satirical climax. It also moves with a pace appropriate to a story about a guy riding a giant moose and unleashing the occasional psychic fury on mutated howler monkeys and other nefarious creatures….

It’s also a book that seems to have informed one of the weirder seemingly-slapped on aspects of Dungeons & Dragons — I’m speaking about psionics, which seemed out of place in the original AD&D Dungeon Master’s Guide — and almost the entirety of the later Gamma World game setting. Gygax isn’t credited with designing Gamma World, but James Ward’s original rulebook for Gamma World cites Hiero’s Journey as an influence, and with that game’s post-nuclear-holocaust setting and mutated animals and cities with names like primitive spellings of our own, it’s like playing scenes straight out of Lanier’s novel…

What Hiero and his companions find, as they explore and escape capture from the new breed of machine-friendly beings who don’t seem to recall what trouble technology hath wrought, is a deep and treacherous dungeon. This part is almost pure D&D adventuring, with roving monsters (mutated beasts) and foul threats from below.

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Pathfinder RPG: Fey Revisited

Pathfinder RPG: Fey Revisited

FeyRevisitedMagic permeates fantasy settings, but even in these realms, there is a type of creature that typically embodies these magical forces in a more fundamental way than anything else. I am speaking of the ubiquitous fey, creatures who are often depicted as being born of magic .

Now many of the major fey races have been collected together into the Pathfinder Campaign Setting supplement Fey Revisited (Paizo, Amazon). The fey creatures in Pathfinder are natives to the First World, which was the gods’ first draft of reality, and as such they have only a tenuous grasp on mortality … and, often, on morality, for that matter.

The timing on this supplement is extremely good for me personally, since I’m running a campaign that is set in the Pathfinder world of Golarion, in Nirmathas. The forest in Nirmathas, the Southern Fangwood, currently has a situation going on where there’s a fungal disease that infects only fey. So having a sourcebook that outlines various different types of fey is extremely useful.

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New Treasures: Titan

New Treasures: Titan

Titan Avalon HillThere are classic fantasy games and there are classic fantasy games. Jai Kamani and David A. Trampier’s Titan, a massive game of conflict between mythological armies of ogres, unicorns, griffons, and other creatures, was perhaps the most ubiquitous fantasy game of my youth. There were copies everywhere, tucked under arms at gaming conventions and on the shelves of department stores.

Titan was first published in an ultra-rare first edition in 1980 by tiny Gorgonstar, Inc. It was later made a hit by Avalon Hill, and remained in print for nearly two decades until Avalon Hill was sold and ceased operations in 1998. After that, copies of the most popular fantasy board game of the 80s and 90s gradually became harder and harder to find.

I remember getting my boys excited about Titan by nostalgically telling tales of epic battles between behemoths, dragons, and trolls. They clamored to play it.

I’d never owned Titan, but that’s not a problem in the age of the Internet. I found a pristine copy on eBay and hung on during a spirited bidding war. 90 bucks later, it was on my kitchen table.

Still in the shrink wrap.

It was perfectly preserved. My boys stood at my side, ready to go, anxious to throw down some dice, and experience some of that legendary Titan action. To shred the shrink and punch out counter sheets that had staunchly stood fast for over twenty years. My hands gripped the game, hesitating.

I couldn’t do it.

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Pathfinder’s Ultimate Campaign Boosts Gaming Options

Pathfinder’s Ultimate Campaign Boosts Gaming Options

Pathfinder Ultimate Campaign
Pathfinder Ultimate Campaign

I’m a big fan of rule systems. Throughout my experience in role playing, both as a player and a gamemaster, I’ve loved building interesting characters, worlds, and storylines on my own, rarely relying on established modules and setting manuals. But to me the rules are a guide for the game and I try to follow them fairly closely, using them to inspire new ideas on where to go. In a way, it’s the limitations of rule systems that provide the boundaries for the story to evolve off of.

For years running MUSHes, I grew frustrated with characters who would assume knowledge that had no basis in the statistics their characters had. Most of this time was spent on games based on White Wolf’s Storyteller system, in which I mainly focused on Mage: The Ascension, so had to deal with a disturbing number of Mages who assumed that, just by virtue of being a Mage, they knew all about the other supernatural races, like details about the various Vampire: The Masquerade clans. Not without the right Lore rating, buddy!

These days, I’ve returned to fantasy adventure gaming, running a Pathfinder campaign. Still, though, I like using the rules and statistics as my guide. If a character doesn’t have any ranks in Swim, then I roleplay him as if he’s never learned how to swim … and maybe he’s just a little scared of the water because of it. No ranks in Knowledge(nature), then he doesn’t know what poison ivy looks like and mistakes large dogs for wolves.

In fact, I go out of my way to buy ranks that I don’t feel will be particularly useful just because I feel the character needs to have them. A ranger who doesn’t have any ranks in Craft(bows), and is thus unable to craft new arrows while away from town, makes absolutely no sense to me. Even if I have every intention of buying my arrows with adventure loot, I spend the skill points to have a couple of ranks of Craft(bows), because it’s something the character would know!

This is my thinking on the character level, but rarely have I adopted many campaign-level rule systems, letting the overall campaign evolve a bit more freely. In part, this is just because I’ve never seen campaign-level systems that seemed flexible enough to do what I wanted, yet still provided useful guidance for characters. That is until I got my copy of Pathfinder‘s new Ultimate Campaign (Paizo, Amazon) supplement, which instantly got implemented into my current campaign and has enriched the options in just a single game session. Now if my players say, “I want to own a tavern” or “I want to build a kingdom,” I can tell them exactly what it will take, instead of just making something up.

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New Treasures: Out of Space

New Treasures: Out of Space

Out of Space Pelgrane PressIt’s been far too long since I’ve game mastered a Lovecraftian horror RPG. I miss the high-stakes drama, the desperate battles, the sheer cosmic scale and invention of Lovecraft’s horrors. Most of all, I miss the shell-shocked expressions on my players faces, the cries of “Dear God! Why would you do that to us? Why — why??” Good times, good times.

My favorite recent Lovecraftian horror RPG is Kenneth Hite’s Trail of Cthulhu, from the marvelous Pelgrane Press. They’ve been supporting it with a series of terrific PDF releases, including The Repairer of Reputations a massive 44-page adventure based on the classic story of the same name by Robert W. Chambers, in which the alien beings described in the play are as real as the players believe them to be. And the 40-page Hell Fire, set in the seedy underclass of 18th century London, where a horrifying plague is ravaging the city, its victims in the grip of a sinister entity bent on engulfing the world in disease and death.

Now Pelgrane Press has assembled both of those adventures, and three more — Flying Coffins, set in Winter 1918 above the skies of France, as players take the role of members of the Royal Flying Corps stationed near the Front, confronting rumors that the next big push is about to begin… and that recent Germany victories in the air are due to supernatural assistance; Many Fires, in which the Investigators take on Pancho Villa’s bandit army in the mountains of northern Mexico, as well as something ancient and obscene that lies smoldering among ruins older than the Aztecs; and finally The Millionaire’s Special, which invites the players to travel first class on the maiden voyage of the Titanic, where they are invited to a private viewing of one of the world’s great curiosities, a cursed Egyptian mummy.

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Vintage Treasures: The Last Province Magazine, Issue #4

Vintage Treasures: The Last Province Magazine, Issue #4

The-Last-Province-Issue-4I recently stumbled across a copy of a gaming magazine I’d never encountered before: The Last Province, a bi-monthly British publication that apparently lasted five issues, from October 1992 to September 1993.

This doesn’t happen very often, so it was definitely worth investigating. And I’m glad I did, as it turned out to be a delight.

I think the cover — a Martin Lennon character study of three very different adventuring fellows striding confidently across a green and pleasant land — effectively communicates both the content and editorial attitude. If the art doesn’t do it, the tag words “Independent British Roleplaying” at the top should give you the idea.

Paz Newis’s page 4 editorial is a perfect mix of defensiveness towards gaming stereotypes, and contempt for what others consider ‘normal.’ Pretty much exactly how I remember gamers talking in the 90s.

To my mind ours is one pastime with a wealth to offer its participants. It is to those of you who wish to take roleplaying out of the ‘spotty adolescents’ stereotype that this magazine is aimed.

Recently… I thought it would be a good idea to sit in front of the television. I was appalled! It really was brain numbing. All of my higher brain functions seized up. If this is what the majority of ‘normal people’ spend their time doing I have no desire to be normal.

The news section is jammed with headlines on the big events of the day — including Steve Jackson’s quarter-million dollar judgment against the US Secret Service for seizing their computer equipment during an investigation of GURPS Cyberpunk, the report that a young employee at a Glasgow branch of a well known game store chain was apparently fired for being female, and the release of a major new RPG from FASA with the strange title Earthdawn.

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Robert E. Howard and Appendix N: Advanced Readings in D&D

Robert E. Howard and Appendix N: Advanced Readings in D&D

Weird Tales July 1936 Red NailsGary Gygax’s famous Appendix N, the list of titles he considered essential reading for Dungeon Masters hoping to create authentic adventures for their players, is perhaps the purest distillation of the literary recipe at the heart of modern adventure gaming.

Gygax put Appendix N in the back of his Dungeon Master’s Guide in 1979. Read all the writers on that list and you’ll understand the creative gestalt underlying 20th Century fantasy that eventually exploded into Dungeons & Dragons in 1974.

That’s the theory, anyway. Plenty of people have tried it. It’s sort of the gamer’s version of going walkabout. Immerse yourself in Appendix N and spiritual understanding will be yours. Plus, as a bonus, you end up with a rockin’ library.

Tim Callahan and Mordicai Knode are attempting this spiritual journey together, and they’re chronicling it at Tor.com. They begin with a look at Robert E. Howard’s Conan story “Red Nails,” originally published in the July 1936 issue of Weird Tales:

There is a giant mega-dungeon; it hardly gets more D&D than that. The two elements that really strike home here in terms of inspiration are the populated dungeons as its own character of rivalry and strife, and black magic. The city as one massive labyrinth is great, as is the characterization of its architecture & embellishment — gleaming corridors of jade set with luminescent jewels, friezes of Babylonianesque or Aztecish builders — but it is the logic of the city that shines brightest to me. “Why don’t the people leave?” There are dragons in the forest. “What do the people eat?” They have fruit that grows just off the air. “Where do all these monsters come from?” There are crypts of forgotten wizard-kings. There is a meaningful cohesion to the place; Howard manages to stitch dinosaurs, radioactive skulls, Hatfields and McCoys, and ageless princesses into something cogent.

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Art of the Genre: The Top 10 Role-Playing Games of All-Time

Art of the Genre: The Top 10 Role-Playing Games of All-Time

SFAD Cover-1In my continuing series of ‘Top 10s’, I’m very happy to be doing a subject that incorporates two things I would simply have a hard time living without: fantasy gaming art and the games themselves.  So, considering I’m currently in the middle of running a Kickstarter that not only is looking to produce an absolute load of original fantasy fiction, but also an RPG and art book,  what better time to compose a list of The Top Ten Role-Playing Games of All Time.

Now, I suppose I should mention that I’ve been playing RPGs since I was 10, and without revealing just how old I am, it must be understood there is a measurable amount of time involved there.  Certainly, I’m not the foremost expert on role-playing games, but I’m going to put myself in the upper 10% of gamers and that should give me enough perspective to comprise this list.

Having established that I can’t help but say that going back in time, weighing the impact, reach, and longevity of so many games was an absolute thrill, and so many memories came flooding back with each one.  I was also surprised at how many I’d played (all of them), even if just once during a random gaming session in some long forgotten era of my life.

These games, you see, are like time capsules of memory, and when they come up in conversation with gamers, I think every one of those in the discussion is ripped back through time to the point where they sat at a table, rolled dice, and laughed with friends most likely long out of their lives.  Only games that take place on a table-top make such an intimate miracle happen, their power unmistakable and their reach deeper than most non-gamers would ever understand.

So, without further ado, let’s get into the meat of this list and find out just what games made it in, which ones were snubbed, and how many people can disagree with my choices!

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Get the Latest on D&D Next from… Forbes?

Get the Latest on D&D Next from… Forbes?

Ghosts of Dragonspear CastleI’m not used to seeing the latest D&D publishing news in Forbes magazine.

I’m not crazy, right? Forbes, the house organ of American capitalism, usually reports on panic-inducing Rolex shortages, fashion trends at Goldman Sachs, and how bubbly can boost brain power. Last time I read an article about role playing in Forbes was way back in… what am I saying. I’ve never read a gaming article in Forbes.

Well, last week there were two of them. Breaking news stories, even. Stuff I didn’t know about the first D&D Next release scheduled to appear at GenCon. Here, look:

A year ago today, Dungeons & Dragons publisher Wizards of the Coast launched a public playtest of a new edition of the classic fantasy role-playing game. Codenamed D&D Next, the rules are an ambitious redesign meant to unify four decades and five editions’ worth of players under one single system – and now fans will get to see them in print for the very first time.

To celebrate the playtest’s anniversary, Wizards of the Coast announced today that it will release a limited-edition commemorative book containing the most up-to-date D&D Next rules. Ghosts of Dragonspear Castle will be available exclusively at Gen Con 2013…

Wizards of the Coast will not say when it plans to will close the playtest and release a final version of the new rules, but many fans expect the game to be released in early to mid 2014, to coincide with the game’s 40th anniversary.

That reads like gaming journalism to me. What’s going on? Wait — the author is Forbes staffer David M. Ewalt, author of the upcoming book Of Dice and Men: The Story of Dungeons & Dragons and the People Who Play It. Is this Ewalt sneaking articles onto the Forbes website while his boss is on vacation? God, I hope so. That would be so cool.

As for Ghosts of Dragonspear Castle itself, it’s real news. Although you have to pre-order it to get a copy — and go to GenCon to pick it up — which probably means I won’t be getting one. It’s being described as more of a keepsake than a core publication (and even has places for owners to sign their copy), so it’s not a must-have. Still, it contains a big four-part adventure and the first publication of the D&D Next playtest rules, which is sure to make it a hot commodity.

Read Ewalt’s complete article here (and his second, “After A Year Playtesting A New Dungeons & Dragons, What’s Next?“), before his boss gets back from Maui and forces him to take them down.