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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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Purpose Built Centurion

Purpose Built Centurion

Centurion RPGThe idea for a role-playing game focused on playing legionaries was in my head as early as August of 2009 when I did a podcast series on playing military characters in role-playing games, and did episodes on Republican Rome, the Civil Wars and the early Empire. I had always loved Roman history and the image of the legion, and I had run games set in Imperial Rome, or a reasonable facsimile thereof, but hadn’t thought about actually designing a game for legionaries.

Then I created Sword Noir and Kiss My Axe, and I realized this was something I could do. I decided it was something I wanted to do. And thus was Centurion: Legionaries of Rome set on its long path to realization.

What’s the point, you might ask, of developing a game with such a specific focus when there are other games out there that could probably do the job? One of the reasons is because I can. The mountain climber answer never appeased anyone, so let me try this: other games might do the job, but what if one wants a game designed for the job. There’s a good chance that game will do the job better.

I spent most of my role-playing life playing with one system: Dungeons & Dragons. Why bother to learn another system when this one does what I want? And, yeah, sometimes it doesn’t do exactly what I want, but it’s close, and I can always house-rule it.

So until a little under a decade ago, I was in the thrall of D&D. Completely. It was not a bad place to be, and let me tell you, I am excited about 5E … or D&D Next … or whatever it’s going to be. I still love D&D and that’s because it does its own thing so well. It has created its own fantasy genre that is different from anything else out there. That doesn’t mean it is the perfect game for all genres.

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Weird of Oz Huffs About Hit Points

Weird of Oz Huffs About Hit Points

evolutionWith gamer-geek hat still squarely donned following last week’s review of Fighting Fantasy gamebooks, today I want to chat about hit points. First off, I think it’s safe to say that the concept of hit points revolutionized gaming for all time. Its influence is seen in almost every video game in existence today. Any arcade game that featured a life bar in the corner of the screen, growing shorter with each bit of damage inflicted until the inevitable “Game Over,” originated from the idea of hit points — a scale that keeps track of the damage a character has sustained and that lets the player know how much more punishment the character can take before he/she either has to retreat or drink a healing potion or die.

What got me thinking about this was reading Michael J. Tresca’s book The Evolution of Fantasy Role-Playing Games (2011). Tresca notes that hit points were introduced by Gary Gygax and Dave Arneson in the 1972 wargame Don’t Give Up the Ship! from Guidon Games (p 50). They would later incorporate it into their most famous collaboration: Dungeons & Dragons. In prior strategy wargames, the winner of a skirmish was determined by first move, rank, or number of troops (sometimes with the added luck factor of a dice roll).

First move is employed in chess or checkers. If your knight lands on my pawn’s square, I lose my pawn. But if my pawn lands on your knight’s square, you lose your knight: There’s no question of whether a pawn could beat a knight in combat, or whether the knight might be able to defend his square against some lowly upstart pawn — even if the pawn did get the drop on him!

Rank is exemplified by card games. King of hearts beats a jack of hearts every time. Never has the scenario come up when a player laid down a king on a jack, and the other player said, “Surprise! My jack was harboring a poison dagger in his sleeve — your king is dead. Et tu, jack of hearts?”

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Unearthed Adventures: Announcing the Winners of the Best One-Paragraph D&D Adventures

Unearthed Adventures: Announcing the Winners of the Best One-Paragraph D&D Adventures

unearthed arcanaLast month we announced a contest seeking the best one-paragraph descriptions of your favorite D&D characters.

Because we’re awesome (and because we’re tight with Wizards of the Coast, who are even more awesome), we secured a very special reward for four lucky winners: a copy of the brand new Unearthed Arcana 1st Edition Premium Reprint — which we first examined here. Those four names were drawn at random from the ten best entries, as selected by our judges.

Before we get to the winners, let’s enjoy some of the best entries. First up is Daniel J. Davis:

When I created my first character, a Minotaur warrior named Glokk Maghorn, I rolled an 18/00 for strength. I couldn’t have been happier. At the time, I was an almost perfect stereotype of the “typical” D&D player. I was smaller and weaker than most kids my age. I was uncoordinated, awkward, and bullied. But in the land of Krynn, I was going to be an 8-foot tall mercenary beast man with a battle-axe and a loose definition of “fair play.” I didn’t care one whit about my low charisma score. I spent most of my waking life trying to compromise and bargain with people big enough to wipe the floor with me. This was D&D, and I was going to bash some heads for a change. I retired him at 15th level, after his crowning moment of awesome: Failing a saving throw against a white dragon’s breath weapon, surviving with a single hit point, and finishing it off with a critical hit on my very next action.

Any story involving an 8-foot Minotaur whose name rhymes with Foghorn Leghorn is an instant classic in our book. Nice one, Daniel.

Next up is John Burt, who found a more noble motivation for his character: petty larceny.

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Earn Your Gold Honestly in Valdora — By Digging For It

Earn Your Gold Honestly in Valdora — By Digging For It

valdora gameOn March 10, I attended the Spring Auction at Games Plus in Mount Prospect, IL. I went chiefly in search of select fantasy games I’ve had my eye on for some time… but also in the hope of a surprise or two.

It didn’t take long to get what I wished for, at least in terms of surprises. I wasn’t in my seat ten minutes when an eye-catching box with three obvious adventurers on the cover came up for bid.

What the heck was this? The cover art — with snow-capped mountains, a medieval walled town, and three young lads decked out in standard issue dungeon-exploring garb — spoke of an adventure game, but I’d never heard of it. The box looked substantial (and expensive), and it appeared to be in great shape, but there’s only so much you can tell sitting in a metal chair at an auction.

Bidding was brisk, and I didn’t have much time to make up my mind. I took a chance, and seven seconds (and 15 bucks) later a nearly-new copy of Valdora was mine. Here’s what I found on the back when I was able to examine it:

Hidden far away from our time lies a valley of unimaginable riches. Drawn by the lure of gold, silver, and precious jewels, adventurers from all over the world soon find their way there. While some of them still carefully choose commissions and provisions, others quickly rush off to bring valuable gems back to their patrons. But those who wish for fame and fortune will have to be cleverer than their opponents!

Peeking through the box there seems to be a dearth of dungeons, but plenty of Settlers of Catan-like strategy, with players working to acquire tools, complete commissions, and control workshops. Looks like you have to earn your gold and gems the old-fashioned way: by earning them. The components — including a colorful and detailed game board, gemstones, cards, tiles, coins, pawns, a sturdy fabric bag, and four wooden books — are excellent. It looks like a solid family game that I can force all of my children to play with me.

Valdora was designed by Michael Schacht and published by ABACUSSPIELE/Rio Grande Games. It was released in 2009, and has a list price of $74.99 — which makes my auction purchase at $15 a real bargain. Score another point for the Paris Fashion Week of Games.

Tomb of Horrors Gets a Fourth Edition Makeover

Tomb of Horrors Gets a Fourth Edition Makeover

Tomb of Horrors 4th EditionOne of the more intriguing treasures I brought home from the Paris Fashion Week of Games last week was the compact new edition of Gary Gygax’s famous player-killer Tomb of Horrors.

Now, if you don’t play role playing games yet still find the name Tomb of Horrors oddly familiar, it’s probably because it’s a touchstone of considerable significance in geek culture and you’ve come across one of the many modern references to it. Most recently, for example, it featured in Ernest Cline’s best-selling novel Ready Player One, which is set in a virtual reality world created by a fan of Tomb of Horrors. Or maybe your older brother’s beloved 10th-level paladin was killed by an unspeakable thing 20 minutes after he set foot inside the Tomb, and he’s been suffering from PTSD ever since, muttering the name Acererak and shuddering uncontrollably.

The original Tomb of Horrors was released in 1978; it’s one of the best-selling Dungeons and Dragons adventure modules of all time. I’m not sure why, to be completely honest. You don’t have fun playing Tomb of Horrors, exactly. And it has certainly killed far, far more player characters than it has rewarded. You know the phrase “Bad things happen to good people?” It was first spoken by the few, shell-shocked survivors of Tomb of Horrors.

Despite — or perhaps because of — its killer rep, the module is still highly regarded today, and has been remade and expanded several times, most recently as a 4th Edition hardcover by Ari Marmell and Scott Fitzgerald Gray in July 2010. This isn’t that version. This is a bare-bones conversion of the original adventure for 4th Edition rules, written by Scott Fitzgerald Gray and mailed out to members of the RPGA as part of the DM Rewards program. Instead of the separate art booklet — one of the most famous features of the original release, which allowed players to gawk in wonder at detailed renderings of the horrific things that had just killed them — this edition incorporates most of the original art into the body of the module. The cover is also recycled from the 2002 Greyhawk novel of the same name by Keith Francis Strohm (which we last discussed in “The Seven Greyhawk Classics of the Ancient World,” here).

For all that, it’s still fun to sit down and re-read Gygax’s original sadistic masterpiece again. The layout is clean and attractive, and the map of Acererak’s tomb has been given new life as a detailed color fold-out. Since it was never offered to retailers it’s a little tricky to find, however, and prices vary widely. As it was originally offered for free, some folks re-sell it at a reasonable price; but the average asking price I found on eBay was just over $50. I paid $7 for a shrinkwraped copy at auction.

Tomb of Horrors, by Gary Gygax and Scott Fitzgerald Gray, was published by Wizards of the Coast in 2010. It is a 4th Edition Dungeons & Dragons adventure for five 9th-level characters. It is 36 pages in softcover, with a loose cardstock cover and a fold-out color map. It has no price.