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New Treasures: The Merriest Knight, The Collected Arthurian Tales of Theodore Goodridge Roberts

New Treasures: The Merriest Knight, The Collected Arthurian Tales of Theodore Goodridge Roberts

AppleMarkYesterday, I spent the day at the Spring Auction at Games Plus, which I’ve taken to calling the Paris Fashion Week of Games. It was a very successful outing — so successful that I knew I had some explaining to do to Alice, who balances the family finances.

While I was waiting to settle up with the cashier, my eyes fell on a curious artifact in the tiny books section at Games Plus: The Merriest Knight, The Collected Arthurian Tales of Theodore Goodridge Roberts. Roberts was a Canadian pulp author whose tales of Sir Dinadan, whom Mallory called “the merriest knight,” appeared in the pulp magazine Blue Book in the 50s. Sir Dinadan was known as the most practical of the Knights of the Round Table, and Roberts’s stories differed from many of the Arthurian tales of the era in their warmth and wit.

Late in his career, Roberts wrote a final entry in the Dinadan saga, “Quest’s End,” which remained unpublished in his lifetime. Rumor had it he’d also begun collecting all the tales with an eye towards publishing a book, but the project remained unfinished when he died.

Now the peerless Mike Ashley, who’s edited countless anthologies — including 32 books in The Mammoth Book Of... series, and five other Arthurian Anthologies, such as The Pendragon Chronicles and Chronicles of the Holy Grail — has finished what Roberts began with The Merriest Knight, a beautiful collection of the complete tales of Sir Dinadan:

Under the guidance of editor Mike Ashley, The Merriest Knight gathers for the first time all of Roberts’ tales of Sir Dinadan — including the previously unpublished “Quest’s End” — and several other long lost Arthurian works by this master of the stylish adventure yarn and the historical romance. Within these pages, readers will find a collection of Arthurian tales that are sometimes poignant, often humorous, and always ingenious, as well as a Camelot made fresh by the wry and often scathing eye of Sir Dinadan, who never rushes into battle without first being certain of the need to fight at all.

Why is The Merriest Knight for sale in a games store? Ah, that’s an entirely different tale.

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Oz Fluxx – A Great and Powerful Card Game

Oz Fluxx – A Great and Powerful Card Game

ozfluxxA while back, the classic card game Fluxx got a makeover in an edition that merges the game with a classic film. This certainly isn’t its first makeover for Fluxx, nor even the first time it’s merged with a classic film (there is a Monty Python Fluxx, for example), but given that Oz: The Great and Powerful is hitting theaters today, the version of Fluxx I’m going to talk about is Oz Fluxx (Amazon).

If you’ve never played Fluxx, here are the basics:

  • The game continually changes, as players use Rule and Goal cards to modify every aspect of the game.
  • Rule cards can modify the number of cards drawn, number of cards played in a turn, overall hand size, and pretty much any other asp
  • Goal cards redefine the objectives needed to win.
  • Keepers are cards you keep in front of you. Most Goals involve getting a certain combination of Keepers in play to win. Examples from this game include “The Artificial Heart” and “The Cowardly Lion.”
  • Creepers (which are a type of card not in the original edition of Fluxx) are sort of negative Keepers, which get stuck in front of you and prevent you from winning … unless the Goal in play requires the Creeper as a condition of victory. Examples include “The Wicked Witch of the East” and “Angry Trees.”
  • Action cards allow other actions, such as drawing extra cards, getting cards out of the discard pile, stealing or trading Keepers and Creepers, and so on.
  • Surprise cards can be played either during your turn or on your opponents’ turn, to throw an even bigger wrench in your opponents’ expectations.

Probably the best way to get a feel for the game play is to watch this episode of Wil Wheaton’s Tabletop game on the YouTube channel Geek and Sundry, in which Wheaton and his friends play Star Fluxx. This edition of the game is based upon science fiction classics, most notably (and unofficially) Star Trek, although I believe there are some non-copyright-infringing shout-outs to Doctor Who and other classics as well.

But, back to Oz Fluxx

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The Paris Fashion Week of Games, Spring Edition

The Paris Fashion Week of Games, Spring Edition

Cyclades by AsmodeeYou know what happens tomorrow? Think hard.

That’s right! The Spring Auction at Games Plus here in Chicago — only the best auction in the entire country for dedicated game collectors of all stripes. I reported on the Fall Auction here, and confessed to a painful bout of auction fever at last year’s Spring Auction here.

I used to attend these as part of a constant quest for rare science fiction and fantasy collectibles — things like Judge’s Guilds epic Wilderlands of High Fantasy, Task Force Games’ colorful Swordquest, SSI’s wonderous Swords & Sorcery, and of course the most eagerly sought artifiact in Western Civilization, an intact copy of Barbarian Prince.

These days, my interests have changed. It’s not that I’m not constantly on the lookout for Barbarian Prince — who isn’t? — but I gradually realized that an obsession with older games was blinding me to the golden age of adventure gaming we’re living Right Now.

So my trip to Mount Prospect, Illinois tomorrow to take part in the auction will be with an open mind. And a lengthy list of recently-published games I’m seeking — including Cyclades by Asmodee, Mansions of Madness by Fantasy Flight, the second edition of Descent: Journeys in The Dark, Alien Frontiers from Clever Mojo Games, Mice and Mystics by Plaid Hat, Cosmic Patrol by Catalyst, and many others.

Wish me luck. I’ll report back here with all my treasures next week.

R.I.P. Lynn Willis, Game Designer Extraordinaire

R.I.P. Lynn Willis, Game Designer Extraordinaire

Lynn WillisI was researching some recent OSR (Old School Renaissance) D&D releases at The Society of Torch, Pole and Rope blog when I came across a shocking post: an obituary for legendary Chaosium game designer and editor Lynn Willis, dated January 18.

It’s tough to describe the sense of loss I feel. I never met Lynn, so I didn’t know him personally. But he was a prolific designer and editor, and his name graces many of my favorite games. Like the other great designers of the era — Gary Gygax, Steve Jackson, Greg Stafford, Greg Costikyan, Sandy Peterson, Marc Miller — the name Lynn Willis quickly came to be synonymous with a top-notch product. In a tiny industry, that was no small thing.

I was introduced to gaming in 1978 by Metagaming, which offered enticing SF and fantasy microgames like Ogre and Melee in the pages of Analog and Asimov’s SF Magazine, and it was there I first encountered his work, in games like Godsfire (1976), Olympica (1978) and Holy War (1979). He designed the sci-fi guerrilla war game Bloodtree Rebellion for GDW in 1979, but found his permanent home when Chaosium published his post-apocalyptic game of a sunken America Lords of the Middle Sea in 1978.

Lynn became employee #3 at Chaosium, and had a spectacular career. He was the co-creator of Call of Cthulhu, perhaps his single most enduring contribution, and eventually became the mastermind behind the entire CoC  line. Even a partial list of the Chaosium titles he worked on will give you an understanding of his energy and ability: Dragon Pass, Raiders and Traders, Arkham Horror, Thieves’ World, Ringworld, RuneQuest, Borderlands, Pavis, Big Rubble, Questworld, Stormbringer Companion, Elric, Shadows of Yog-Sothoth, Masks of Nyarlathotep, Cthulhu by Gaslight, Dreamlands, Horror on the Orient Express, and Beyond the Mountains of Madness.

On September 2008, Chaosium announced that Willis had been diagnosed with Parkinson’s disease. Chaosium President Charlie Krank, and company founder Greg Stafford, announced his death on January 18, 2013.

Lynn Willis left behind a formidable legacy — a body of work that literally changed the face of hobby gaming at arguably its most creative and formative time. For me, he was one of the backbones of the industry, a man whose contributions were so numerous and vital that you almost took him for granted

Almost. Rest in peace, Lynn. Though we never met, you lived your life in a way that immeasurably enriched mine. Thank you.

A Touch of Evil: Colonial Gothic Horror Board Gaming At Its Finest

A Touch of Evil: Colonial Gothic Horror Board Gaming At Its Finest

TouchofEvilThe quiet colonial hamlet of Shadowbrook is cursed by evil and you are one of the small group of people who can investigate the growing danger, discover the evil’s source, and then collect together a group of Town Elders to destroy it!

That is the premise of Flying Frog Productions’ board game A Touch of Evil (Amazon). You move through the village, exploring various locations and getting clues and equipment. Your currency in the game are Investigation points, which you can spend to learn the secrets behind the Town Elders, or to buy new equipment from the town’s blacksmith. Each round, you uncover new mysteries … many of which result in a confrontation with the foul minions of the main villain tormenting the village and bringing it more under the sway of darkness.

The victory at the end comes from purchasing a Lair card (the price of which changes as evil gains control over Shadowbrook), gathering together a group of Town Elders, and going to confront the villain. However, the Town Elders all have secrets, and if you’re not careful, those secrets could cause them to turn on you, increasing the villain’s power during the confrontation. If you fail to defeat the villain, it escapes and play continues until another player is able to trigger a confrontation. This process continues until someone succeeds at actually defeating the villain.

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Win One of Four New Copies of The Unearthed Arcana 1st Edition Premium Reprint!

Win One of Four New Copies of The Unearthed Arcana 1st Edition Premium Reprint!

unearthed arcanaWizards of the Coast has offered us four new copies of The Unearthed Arcana 1st Edition Premium Reprint as giveaways. Is this a great country or what?

Until last week, Gary Gygax’s seminal Advanced Dungeons & Dragons rule book Unearthed Arcana — which introduced the Cavalier, Barbarian, and Thief-Acrobat classes, among many other earth-shaking changes — had never been reprinted. This premium reprint incorporates the many corrections and updates published in Dragon magazine, making it the definitive edition. We first covered the release on Thursday and the excited discussion still continues in the Comments. Here’s what Seven Kings author John R. Fultz has to say:

The release of Unearthed Arcana changed everything. Suddenly we had new spells! Weapon Specialization! Barbarians and Cavaliers! One of the greatest long-term campaigns I ever ran centered around two players that exemplified the classic “buddy-cop” paradigm, although they were opposites: Lystoke the Cavalier and Braigore the Barbarian. One was all about civility and the martial code of honor, the other was a Chaotic Neutral ass-kicker who took no prisoners. Together they made a legendary team… at one point they kicked Mammon’s ass, drove him back to Hell, and plundered his treasure room. Ah, memories.

Oh, I almost forgot one of the other major game-changers from Arcana: Tons of new Magic Items!!! First Edition just isn’t the same without this book.

How do you win a copy? Easy! Just follow in John’s footsteps and send an e-mail to john@blackgate.com with a one-paragraph summary of your most memorable D&D or AD&D characters. Points will be awarded for conciseness and originality. We’ll publish the best here at Black Gate, and the Top Ten as decided by our judges will be included in a draw for one of four copies of the new Unearthed Arcana 1st Edition Premium Reprint, compliments of Wizards of the Coast.

All entries become the property of New Epoch Press. No purchase necessary. Must be 12 or older. Decisions of the judges (capricious as they may be) are final. Sorry, US entrants only. Not valid where prohibited by law. Eat your vegetables.

Kickstarter Alert: Up Your Game with Realm Works

Kickstarter Alert: Up Your Game with Realm Works

RealmWorksI’m in the midst of starting up a Pathfinder RPG, the first game that I’ve run in several years. As always, the planning and character creation is half the fun. The setting, especially as outlined in the Inner Sea World Guide, contains a lot of opportunities for diverse storylines, from traditional fantasy to sword and sorcery to pirate adventures to planetary romance.

But all of these opportunities also create difficulties. I have the backstories that my characters have come up with, the mysterious things about their past that I have come up with, the skeletons in their various family and friend’s closet, plot hooks and story arcs that I’ve got to seed which will likely take months to bear fruit, if they ever do.

Unfortunately, I’ve got enough demands on my time that I know I’m not as focused as I once was, and I’m concerned about keeping it all straight. I’m starting a binder and notebook to track the events in, and have typed some up in Google Docs so that I can share the background information they know with my players. I’m thinking of keeping a blog, so that we all can reference back to figure out what events have taken place, as I anticipate this will be a fairly long-lived campaign if all goes well. There’s a lot to potentially keep track of …

Which brings me to the Kickstarter for Realm Works, which has 49 hours to go as I write this. Realm Works is a RPG campaign management engine that is being designed by Lone Wolf Development, with the goal of streamlining exactly the sort of things that I’m currently in the process of meticulously tracking. I’ve heard good things about Lone Wolf’s Hero Lab software, though I’ve never used it, but Realm Works looks like it’ll really be useful.

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New Treasures: The Unearthed Arcana 1st Edition Premium Reprint

New Treasures: The Unearthed Arcana 1st Edition Premium Reprint

unearthed arcanaThe Premium 1st Edition Advanced Dungeons & Dragons reprint series is one of the best ideas Wizards of the Coast has ever had.

By bringing Gary Gygax’s original AD&D rulebooks back into print in deluxe editions, Wizards is making the groundbreaking work of the father of role playing available to a modern audience. More than that, it’s a tacit acknowledgement of the growing popularity of retro-gaming, a nod to those players who still enjoy playing first edition (or OE, Original Edition) D&D and AD&D.

I’m one of them. My most recent game of D&D was last Sunday, and one of the books we reached for during play — as a troop of goblins chased my player characters through a dark wood — was the first edition AD&D volume Unearthed Arcana.

Unlike the Players Handbook, Monster Manual, and Dungeon Masters Guide, Gygax’s Unearthed Arcana — which, among many other innovations, introduced the Cavalier, Barbarian, and Thief-Acrobat classes — had never been reprinted, and the copy we used to quickly check the effects of my daughter’s druid’s “Goodberry” spell was the original TSR printing from 1985. That’s a hard book to come across these days, as one of my young players lamented.

But no longer. Wizards of the Coast released the Unearthed Arcana 1st Edition Premium Reprint on Tuesday of this week. Best of all, this edition incorporates the corrections and updates published under Gygax’s supervision in Dragon magazine, making this the definitive edition of the text. At long last, players can assemble a complete collection of the most essential rule books for the greatest role playing game ever written, without having to pay collector’s prices for long out-of-print volumes.

The Unearthed Arcana 1st Edition Premium Reprint was published by Wizards of the Coast on February 19, 2013. It is 128 pages in hardcover, priced at $49.95. There is no digital or softcover edition.

Renovating Tegel Manor

Renovating Tegel Manor

Tegel Manor-smallWhile I was assembling my Judges Guild article on Tuesday, I stumbled on an odd reference to a revised version of one of their earliest (and most famous) products: Tegel Manor. I’d never seen a copy however, and was pretty sure it didn’t exist, so I set it aside to investigate later.

What makes Tegel Manor so famous? I don’t think I could articulate its wonders as well as the talented James Maliszewski, author of the Grognardia blog; here he is:

Tegel Manor is without a doubt one of Bob Bledsaw’s masterpieces. Describing a sprawling 240-room haunted castle, the module is a textbook example of a funhouse dungeon, utterly lacking in anything resembling an ecology and filled with many encounters for which the adjective “whimsical” is charitable at best. The contents and/or inhabitants of each room are random — in some cases literally — meaning that, here you might find nothing more threatening than some giant beetles but next door you might find a Type III demon polymorphed as a kindly old beggar…

With its random encounter charts containing 100 members of the cursed and unfortunately named Rump family (all of whose names start with the letter R) and its goofy encounters (“Four Zombies … bowing to a Giant White Rat … in a pink cape and red plumed hat”), it certainly seems that way. It’s one thing to sidestep naturalism, but Tegel Manor goes above and beyond the call of duty when it comes to “gonzo.”

But the map is a thing of beauty. Nothing — and I mean nothing — has ever beaten it… It’s filled with winding passages, secret doors, mazes, empty rooms, weird features, and more.

James’s complete review is here. Tegel Manor was originally released in 1977, and revised and expanded in later editions. A little digging revealed that Necromancer Games had contracted to do an updated version for the Old School Renaissance market — and even produced the cover at right — but Judges Guild withdrew the rights before it saw the light of day. But that’s a story that deserves a post of its own.

New Treasures: Wilderlands of High Fantasy

New Treasures: Wilderlands of High Fantasy

Wilderlands of High FantasyIn the very early days of adventure gaming, there were two companies you could count on: TSR, creator of Dungeons and Dragons, and Judges Guild.

Judges Guild was admittedly second tier. While TSR was constantly innovating, with full color cover art and high production values, Judges Guild saw no reason to deviate from the look they established in 1976: rudimentary layout and typesetting, and two-color covers that looked torn from a coloring book.

But they were prolific. My weekly pilgrimages to the gaming store in 1979 rarely yielded a new TSR release — they were few and far between — but Judges Guild never let me down, and I went home satisfied with many a JG product tucked under my arm. At their peak in the early 80s, they employed 42 people and had over 250 products in print, an astounding output.

Judges Guild was founded by Bob Bledsaw and Bill Owen; their first major product (and claim to fame) was the City State of the Invincible Overlord. The ambitious setting for the City State — a massive 18 maps covering nine continents drawn from Bledsaw’s home campaign, ultimately used as the locale for numerous adventure modules — became their next major release: The Wilderlands of High Fantasy, the first licensed D&D product and the first true campaign setting for the game.

Wilderlands was different in other ways, too. Perhaps most importantly it had a true sandbox feel, rather than the tightly-focused adventures of Gygax and Co, in which players were expected to follow a linear path. It encouraged a wide-open style of gaming, focused on exploring vast and wondrous forests and rugged landscapes, rather than dungeon crawls.

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