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Vintage Bits: Sword of Aragon

Vintage Bits: Sword of Aragon

Sword of AragonI’m a huge fan of computer games, and especially role playing games. Perhaps the thing I enjoy most about them is they’re so clearly descended from the hobby I loved as a teen — desktop role playing and Dungeons and Dragons, itself a direct descendent of Sword & Sorcery as written by Robert E. Howard, Jack Vance, Roger Zelazny, and Fritz Leiber.

The things I cherished as a young man have grown up and conquered Western Civilization. The only thing that could be better would be if the Spider-Man and Avengers comics I zealously collected forty years ago suddenly spawned billion-dollar media properties — but come on, what are the chances of that?

But back to computer games. This isn’t going to be a computer-games-aren’t-as-great-as-they-used-to-be diatribe. The fact is, modern computer games are fabulous. I can sit on my couch for hours and be thoroughly entertained watching my son play games like Arkham City, Heavy Rain, Borderlands and Enslaved. These are truly immersive experiences, with captivating plots, great characters, and outstanding pacing.

Still, you’ll notice that I didn’t say I played these games. No, my enjoyment these days is pretty much limited to watching Drew play.

I don’t game much any more. That’s not because the games suck; it’s because I grew up with a very different kind of gaming experience, and the games I want to play just aren’t made any more.

I’m not asking for the industry to roll back 20 years. What I really want to do is play all those great old games once more — something that is sadly impossible, unless I can find a way to get my old IBM 286 machine to boot up again.

What games are those? Old school dungeon-crawls, like Wizardry, Pool of Radiance, Dungeon Master, and Dragon Wars. Science Fiction RPGs like Starflight and BattleTech: The Crescent Hawk’s Inception. Adventure games like The Lurking Horror and The Secret of Monkey Island. And tactical wargames like MechCommander.

And especially the brilliant blend of wargaming, role playing, and adventure gaming that is the underrated classic Sword of Aragon, one of the finest fantasy games ever made.

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Vintage Treasures: Chaosium’s Thieves’ World

Vintage Treasures: Chaosium’s Thieves’ World

Thieve's World Chaosium-smallThere was a time when shared-world fantasy was brand new, and taking the genre by storm. That time was 1979, and the man at the helm was Robert Lynn Asprin, a midlist novelist who had never edited anything before in his life.

Robert Lynn Asprin was the guest of honor at one of the first science fiction conventions I ever attended, Maplecon 2 in Ottawa in 1979. He was a spirited and self-deprecating guest, telling stories of Joe Haldeman and Poul Anderson gently correcting his spelling and grammar (“These are the people I’m supposed to be editing?!”) as he midwifed the birth of what would become one of the most successful fantasy franchises of the 20th Century: Thieves’ World, the Ace paperback anthology that triggered an explosion in shared world fantasy over the next two decades. Thieves’ World eventually encompassed thirteen collections and over half a dozen original novels, published between 1979 and 2004.

It wasn’t the only new trend to emerge at the end of the 70s in fantasy fiction — in fact, it wasn’t even the biggest. The influence of Dungeons and Dragons was cresting at the same time, and with the publication of Margaret Weis and Tracy Hickman’s Dragons of Autumn Twilight, the first DragonLance novel, in 1984, the two genres finally collided, and neither would ever be the same again.

As fantasy fiction and gaming gradually blended throughout the 80s, it didn’t just mean that bookstores were flooded with gaming novels. Gaming stores likewise were invaded with a new generation of book-inspired titles, from Iron Crown’s Middle Earth Role Playing to Chaosium’s Call of Cthulhu, and TSR’s Conan and Lankhmar properties, just to name a few.

These two juggernauts of 20th Century fantasy, Thieves World and role playing, came together in 1981 with the release of the Thieves’ World boxed set from Chaosium, a singular accomplishment that has been called the “Rosetta Stone of early roleplaying.”

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Centurion on Kickstarter: After Action Report

Centurion on Kickstarter: After Action Report

Centurion RPGSword’s Edge Publishing’s great Kickstarter experiment – Centurion: Legionaries of Rome – has completed. I’m still waiting for the final tally on actual money raised (I’ll get to the discrepancy between promises and cold hard cash later), and while I count it a success, only slightly so. That’s not Kickstarter’s fault. Totally mine.

The biggest problem I faced was one of planning. I did a fair amount of it, and my Kickstarter page was ready to launch eight days before my deadline. I verified Amazon payments two weeks before the campaign was to launch, and then could get the approval from Kickstarter more than a week before my drop-dead date. That was due to planning and the fear of delays pushing my launch date back.

If you’re out there building interest in your campaign, you’re likely giving people a date when they can expect the Kickstarter to – sorry for this – kick off (heh heh). Now, one way of avoiding screwing yourself with delays is not to have a hard launch date. I could have said something like “first week in March” or “early in March,” and that could have given me a good buffer of time. I mean, if people were excited, they would likely have seen the multiple messages I sent through comms in the month of the campaign.

Here’s the thing: I needed to do a lot more publicity than I did. I hit all the social media I regularly used – and even went to Facebook, which I really only use to share photos with friends, so really don’t have a business presence there – and did a few podcasts. Not enough.

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New Treasures: Dungeons of Dread

New Treasures: Dungeons of Dread

Dungeons of DreadI continue to be impressed with Wizards of the Coast’s premium reprint program. It started with an inspired effort to get Gary Gygax’s original Advanced Dungeons and Dragons rules back into print in high-quality hardcovers. We’ve discussed it before — Scott Taylor looked at the original announcement back in August; I examined the corrected edition of Unearthed Arcana here, and we invited readers to win copies by sharing stories of their game characters here.

It’s a praise-worthy undertaking indeed. But like a lot of folks I still have copies of Gygax’s bestselling rulebooks, so while I’m glad modern gamers – especially OSR players – can easily get copies of the finest RPG ever written, to me it was chiefly of academic interest.

All that changed with the release of Dungeons of Dread, which collects four classic AD&D adventure modules written by Gary Gygax and Lawrence Schick, originally released between 1978 and 1982. Dungeons of Dread puts some of the genre’s most famous early adventures – which previously existed only in yellowing softcover pamphlets – in hardcover for the first time, complete with maps and all the original black-and-white interior art.

Dungeons of Dread gathers the first four S-series adventures: Tomb of Horrors, White Plume Mountain, Expedition to the Barrier Peaks, and The Lost Caverns of Tsojcanth. I’ve discussed S1: Tomb of Horrors recently, and I admit I’m not much of a fan. A masterpiece of design, the module is a player-killer extraordinaire, and not a lot of fun. I’ve never read White Plume Mountain, but I’m certainly familiar with the gonzo Expedition to the Barrier Peaks, one of Gygax’s most esoteric creations, a module created to merge AD&D and Metamorphosis Alpha by placing adventurers at the crash site of an alien craft high on a desolate mountain peak.

But The Lost Caverns of Tsojcanth is one of the finest adventures ever created. Twice the size of Tomb of Horrors, Tsojcanth is an old-school dungeon crawl which introduced a host a new monsters (later collected in the Monster Manual II) and challenged the players to cross a dangerous wilderness and multiple levels of an ingeniously designed subterranean lair, before coming face-to-face with Drelzna, the vampiric daughter of long-deceased archmage Iggwilv. Gygax built on the plot threads he carefully laid here in its loose sequel, WG4: The Forgotten Temple of Tharizdun.

All four adventures were collected in a slightly abridged form, revised to form a connected campaign, in the softcover Realms of Horror in 1987, which is now long out of print. But this is the first true permanent edition. For me, it is also the first must-have release in WotC’s premium reprint line, and I hope it is only the first of many to come. I’d love to see, for example, similar treatment for Gygax’s Against the Giants and Descent in the Depths adventures, and of course The Temple of Elemental Evil — copies of which demand outrageous prices on eBay.

Dungeons of Dread was published by Wizards of the Coast on March 19. It is 192 pages in hardcover, priced at $39.95. There is no digital edition.

Torment: Tides of Numenera Breaks Kickstarter Records

Torment: Tides of Numenera Breaks Kickstarter Records

Torment Tides of NumeneraTorment: Tides of Numenera, inXile Entertainment’s isometric role-playing title, became the most funded game in Kickstarter history on Friday, raising nearly $4.2 million.

InXile was founded by Brian Fargo in 2002, after his departure from Interplay. It released an updated version of Interplay’s early computer RPG favorite The Bard’s Tale in 2004, and the popular Line Rider in 2008. It made history in April 2012, building on another original Interplay property, the much-loved post-apocalyptic RPG Wasteland (1988), assembling most of the original team and launching a Kickstarter campaign to fund Wasteland 2. The goal set was the highest in Kickstarter history at that time, $900,000, and it raised more than triple that.

On March 6, InXile kicked off their next campaign, Torment: Tides of Numenera, which draws on the setting of Monte Cook’s earlier runaway success Numenera — and the beloved Interplay/Black Isle title Planescape: Torment, originally released in 1999. The Kickstarter campaign broke the record for fastest to reach $1 million (in just over seven hours) and ended with 74,405 backers and $4,188,927.

Torment: Tides of Numenera passed the previous record-holder, Obsidian Entertainment’s Project Eternity, at $3.99 million. It recently added Chris Avellone, designer for Planescape: Torment, and The Name of the Wind author Patrick Rothfuss has also joined the team. The game is set for release in 2015; learn more at the website.

Disney Shutters LucasArts

Disney Shutters LucasArts

LucasArtsBuilding on this week’s ongoing theme of death and dismay is the news that Disney has shut down legendary software house LucasArts.

LucasArts was founded in 1982, and released its first computer games in 1984. It published some of the finest and most admired games ever made, including Their Finest Hour (1989), The Secret of Monkey Island (1990), Star Wars: TIE Fighter (1994), Full Throttle (1995), Grim Fandango (1998), and Star Wars: Knights of the Old Republic (2003).

In an official statement the company said:

After evaluating our position in the games market, we’ve decided to shift LucasArts from an internal development to a licensing model, minimizing the company’s risk while achieving a broader portfolio of quality Star Wars games.

LucasArt offices were closed Wednesday by Disney, and about 150 employees were laid off. All current projects, including Star Wars: First Assault and Star Wars: 1313, have been canceled.

The closure is no surprise for industry observers, after recent ominous developments. Its last few releases, including Kinect Star Wars, were disappointments, and most recent hit Star Wars titles were developed by outside licensees. Several recent titles (such as Star Wars Battlefront III) were canceled before release, and the company announced a freeze on all hiring and product announcements in September.

Fans became more optimistic when Disney acquired LucasFilm in October, but it’s clear new management was unable to turn the struggling software house around. Additional details are at GameInformer and Wikipedia has a complete list of LucasArts releases over the last three decades.

Altogether, it’s been a rotten week for fans of SF and fantasy.

Weird of Oz Wishes you a Happy Easter

Weird of Oz Wishes you a Happy Easter

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Mixed-media collage by Nick Ozment

Happy Easter! Or, if you do not celebrate that holiday, happy celebration of spring and the goddess of fertility!

I have nothing to review or to report today. I will soon be following my young children around as they fill their baskets with eggs. But for those of you who snuck away from the ham and hardboiled eggs long enough to log on and drop by, I wanted to be here to chat at the Gate a minute or two.

This weird blog of Oz’s is about three months old; last week, its entries entered the double digits. Today, for post number 11 (“This blog goes up to 11.” And thumbs up to those of you who get that allusion), I thought I’d mention a few of the projects I have in the works for upcoming posts. And, if you’re feeling chatty, you could help me out by letting me know if any topic in particular piques your interest, which may influence my prioritizing.

  • I’m reading Manly Wade Wellman’s complete John Thunstone collection, which I recently won in a Black Gate giveaway. When I’m done, I’ll post a review.
  • I have a stack of the complete run of Arak, Son of Thunder that is just crying out for a series of issue-by-issue breakdowns.
  • In a follow-up to an earlier post, I’d like to do an episode-by-episode guide to the new Scooby-Doo series Mystery Inc., “annotated” to note the fantasy/sci-fi/horror allusions and references peppered throughout.
  • In another follow-up, I’m hankering to try some more single-player RPGs similar to the Fighting Fantasy books that I reviewed a couple weeks back.
  • As I said from the outset, a large part of what fuels the engine of this blog is nostalgia. In that vein, I’ll be revisiting some vintage fantasy board games like Dungeon!.
  • Also — top secret confidential hush hush — over the past few years I’ve been doing some research to uncover the sources or inspirations for certain D&D monsters that burst straight from the mind of Gary Gygax, i.e., iconic D&D monsters that have no clear antecedent in myth or folklore (the rust monster, for example).
  • The last two comments to last week’s post inspired me to begin writing a piece considering the spectrum of RPG game-masters and players ranging across the continuum between pure gamers (the rules sticklers) and storytellers (those who may consult the dice, but the GM’s final call is always more bound to the service of the unfolding narrative over and above any game rules).

There are more — always more ideas floating around up here in this egg than I can pursue to all their rabbit holes — but I’ll leave it there for now.

See you in April.

Kirk Versus Gorn: The Rematch

Kirk Versus Gorn: The Rematch

Star Trek GornWe like video games. We love Star Trek. And we believe William Shatner is the genetic template for a future race of supermen.

But when all three come together, as they have in this video spot for the upcoming Star Trek: The Video Game?

Magic.

Check out the YouTube video below, and you’ll understand.

Star Trek: The Video Game will be released April 23, 2013 for the Xbox, PS3, and PC. It was developed by Digital Extremes. Get more details at the website, www.startrekgame.com.

[Thanks to SF Signal for the tip.]

New Treasures: Gygax Magazine, Issue #1

New Treasures: Gygax Magazine, Issue #1

Gygax Magazine 1I don’t think it’s an exaggeration to say that the hottest thing in role playing at the moment  is the rise of OSR. The Old School Renaissance has captured the interest of thousands of players — many returning to gaming for the first time in decades — and fostered the birth of a fresh generation of dynamic new companies. We’ve featured some of the best products here on the BG blog, including Carcosa, Astonishing Swordsmen & Sorcerers of Hyperborea, Dungeon Crawl Classics, Labyrinth Lord, and even the first edition Premium AD&D reprints from WotC. But truthfully this is just a small sample, and more exciting products are arriving daily.

In fact, even though the number of OSR players is still fairly small, in a strange way that’s part of the appeal. The size of the market, and the out-sized level of excitement and productivity associated with it, reminds players of the early days of D&D in the mid-70s, when only a core group of gamers were tuned in to the new phenomenon that would soon sweep the country. That was a tremendously exciting and dynamic time, and in some ways it feels like it’s happening all over again.

One thing that’s been lacking from this generation’s gaming renaissance though is a clear center. Ask old-school gamers what the center of the genre used to be, and most will give you the same answer: Tim Kask’s The Dragon, the print magazine published by TSR (and later WotC and Paizo) from 1976 to 2007, and published online since 2007. Launched to help nurture the rapidly growing fandom around Dungeons & Dragons, Dragon gradually became the publication for role-players of all persuasions. The magazine embraced the entire genre, and accepted advertising from virtually everyone, publishing news, unbiased reviews, and articles of interest to everyone in the hobby. To read Dragon was to be informed of everything of real importance to the industry, especially in the early days.

Dragon was essential to the growth of adventure gaming. The creators driving the fledgling OSR industry have managed to capture the spirit of original D&D, and the excitement it spawned, surpassingly well, and that’s led many to wonder: would it be possible to re-create the magic of the early Dragon as well? As the folks behind Gygax magazine — including Ernie and Luke Gygax, and The Dragon‘s founding editor, Tim Kask — have proven with their first issue, it is possible. The similarities with its spiritual parent magazine don’t end with the familiar name of the publisher: TSR, Inc.

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Kissing My Axe

Kissing My Axe

Kiss My AxeI’ve written previously about starting Sword’s Edge Publishing, mistakes I made in running the company, and publishing Sword Noir. When the time came to publish Kiss My Axe: Thirteen Warriors and an Angel of Death, a role-playing game of Viking mayhem, I tried to follow the trail I had blazed with Sword Noir. If I mention the best laid plans of mice and men, you may see where I’m going here.

Sword Noir worked out because I knew everyone with whom I worked. I knew my friends wouldn’t let me down. Unfortunately, Ed Northcott, who did the art for Sword Noir (and was an industry professional long before working on my game) had quit as a freelance artist. A friend’s wife introduced me to an artist of her acquaintance who wanted to get into the RPG industry. I saw his portfolio and we made a deal. He would have accepted much less, but I wanted to pay the standard referenced by Steve Jackson Games – trying to be a professional over here.

I gave the artist three specific scenes I wanted to see and left the fourth to his imagination, suggesting anything inspired by the movie The 13th Warrior or the comic series Northlanders. I sent along links to pics on the Internet which could provide inspiration and references.

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