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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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Board Game Review: Forbidden Island

Board Game Review: Forbidden Island

Forbidden Island

The ancient Archeon empire is long gone, but their legacy remains. You are part of a group of adventurers who has landed upon their lost island, seeking their mystical treasures. Unfortunately, the Archeons cursed the island so that if any sought their talismans of power, the island itself would seek to destroy them … can you find and secure the four sacred treasures and get your party – your entire party – back to the helicopter, evacuating the island before it is too late?

That is the scenario of Forbidden Island (Amazon), an award-winning cooperative board game. As a cooperative game, it’s a bit more useful to discuss how to lose the game than how to win it:

  • If both Temples, Caves, Palaces, or Gardens tiles sink before you collect their respective treasures.
  • If the Fools’ Landing tile sinks.
  • If any player is on an island tile that sinks and there is no adjacent tile to swim to.
  • If the water level reaches the skull and crossbones.

In other words, victory means:

  • Your people all have to survive
  • You have to be able to get all 4 sacred treasures (which are dependent upon certain locations on the island)
  • You have to be able to get everyone to the Fools’ Landing tile to evacuate on the helicopter. (You also need a helicopter card at that point.)

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EN World Announces the 9 Most Anticipated RPGs of 2013

EN World Announces the 9 Most Anticipated RPGs of 2013

The folks at role-playing game news and reviews site EN World have published the results of their survey on the Top 9 Most Anticipated RPGs of 2013.

The survey was conducted on EN World, Twitter, Facebook, and elsewhere. Only full tabletop roleplaying games — not adventures, settings, or other supplements — with a 2013 release date made it to the list. The results were published on June 27 and summarized in the nifty YouTube video below.

Some of the impending RPG releases for the year include Call of Cthulhu 7th Edition from Chaosium, Robin D. Laws’s Iron Age drama Hillfolk (Pelgrane Press), Shadowrun 5th Edition (Catalyst Game Lab), the highly anticipated Star Wars: Edge of the Empire from Fantasy Flight, Monte Cook’s Kickstarter phenomenon Numenera, the new Firefly RPG from Margaret Weis Productions, and the massive 13th Age by D&D designers Jonathan Tweet and Rob Heinsoo. That’s enough hints; now here’s the video with all nine winners.

New Treasures: Against the Slave Lords

New Treasures: Against the Slave Lords

Against the Slave LordsI think the release of Against the Slave Lords is cause for celebration.

Against the Slave Lords is a hardcover collection of four interconnected Advanced Dungeons & Dragons adventure modules, the A1 – A4 series Scourge of the Slave Lords, originally published in 1980 and 1981. It includes new forewords by the four surviving designers. Lawrence Schick, for example, relates how his inspiration came from fellow author and dungeon master Harold Johnson:

In his campaign one night, Harold had our characters get captured, whereupon he took away all our stuff and threw us in a dungeon. The challenge: escape without relying on all our carefully hoarded adventuring gear. Were our characters people with skills and brains, or were they really just lists of equipment?

It also includes the maps and all of the original black-and-white interior art. Most intriguing of all, there’s also a brand new fifth adventure that sets the stage for the entire series, published here for the first time. Danger at Darkshelf Quarry is designed for low-level players (levels 1-3).

Why celebrate? It signals that publishers Wizards of the Coast are serious about bringing the canonical works of first edition D&D back into print. I was plenty excited at their last premium hardcover reprint, Dungeons of Dread, as it collected some of the most famous adventures written by AD&D‘s creator, Gary Gygax — including Tomb of Horrors and The Lost Caverns of Tsojcanth (still one of my favorite adventure modules of all time) — all of which were long out of print and hard to find.

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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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