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New Treasures: Dungeon Command: Curse of Undeath and Tyranny of Goblins

New Treasures: Dungeon Command: Curse of Undeath and Tyranny of Goblins

dungeon-command-curse-of-undeath-smallBack in August, I made some excited noises about the new head-to-head skirmish game from Wizards of the Coast, Dungeon Command.

At the time, only two Faction Packs were available: Heart of Comyr, including a human ranger, halfling sneak, dragon knight, dwarven defenders, and copper dragon; and the Sting of Lolth, which contained the drow assassin, priestess, wizard, spiders, and umber hulk.

Now, if you’re like me, you probably wondered what a “Faction Pack” was, and how a “head-to-head skirmish game” might work. But that was really secondary, because all the cool toys packed inside were more than worth the money.

If you had to justify the purchase, you could do it on those alone — Dungeon Command components are fully compatible with the Wizards of the Coast games you’re already playing. The miniatures and dungeon tiles can be used with the D&D RPG, and the unique cards provided with each miniature can be used with D&D Adventure System board games like Castle Ravenloft, Wrath of Ashardalon, and The Legend of Drizzt.

dungeon-command-tyranny-of-goblins-smallYou don’t have to be an expert on head-to-head skirmish games to appreciate that they’re a lot more fun with a variety of miniatures. So I was intrigued to see the recent arrival of two new factions: Tyranny of Goblins, containing a complete goblin warband — including bugbears, wolf riders, a feral troll, and a hobgoblin sorcerer — and Curse of Undeath, which includes the gravehound, lich necromancer, and dracolich.

Dungeon Command features themed miniature factions designed to play as unified war bands. The game eliminates luck-driven mechanics in favor of player-driven skill, creativity, and quick thinking. Each faction comes in its own box, with a dozen miniatures, a set of unique cards, dungeon tiles, and the game rules.

I’m already hearing reports that the miniatures — and the new rules set — have found favor among roleplayers looking for a quick and refined combat system. Stay tuned for further reports as we experiment with the rules here at the Black Gate rooftop headquarters. Assuming we ever stop playing with the cool minis long enough to read the rules, that is.

Both Tyranny of Goblins and Curse of Undeath retail for $39.99. They were released by Wizards of the Coast in October and November, respectively.

A Brief History of Comics, Animation, and Video Games with Christy Marx

A Brief History of Comics, Animation, and Video Games with Christy Marx

christymarxThis title is not the least bit tongue in cheek. Many of you might not think you’ve ever heard of Christy Marx.

Think again. She has had a long career developing content for a wide array of media and is rightly considered one of the most powerful and influential women in video games and comics.

Currently employed at Zynga, she began developing content for video games before the title “video game developer” even existed. Her first games were for Sierra Online, including Conquests of Camelot: The Search for the Grail and Conquests of the Longbow: The Legend of Robin Hood.

763653She’s also written scripts for animated shows including GI Joe, He-Man, and Jem and the Holograms (remember them? Christy created them.) She’s also written scripts for live-action TV shows including Babylon 5 and Twilight Zone.

But she got her start writing for comics, bringing strong women to life frame by frame with works that include The Sisterhood of Steel.

Her current series, Amethyst, will have another issue out in the next few days.

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The Observer on Why Board Games Are Making a Comeback

The Observer on Why Board Games Are Making a Comeback

star-trek-catan-smallWe’ve been on something of a Star Trek kick recently, and I see no reason to change that now. So when I stumbled on this article at UK news publication The Observer, echoing many of the comments in my recent post on The Paris Fashion Week of Fantasy Games on the ongoing surge of high-profile SF and fantasy board games, I was delighted to see that the game used to illustrate it was the new Star Trek Catan from Kosmos/ Mayfair Games. Based on the worldwide hit Settlers of Catan, it looks like it offers plenty of Federation action to tide fans over until the May release of Star Trek Into Darkness.

The article itself is worth a read. Here’s a snippet.

Before video games (bear with me here, kids) – and as impossibly archaic as it might sound – there were “board” games: things made with card and glue that required imagination and literal, rather than virtual, interaction… it’s worth noting that the modern video-games market actually owes much to these board games. Visit any video games development studio and you’re likely to spot shelves piled high with colorful boxes sporting unfamiliar names, used for inspiration and lessons in good game design.

If you’re looking for a holiday gift for that gamer in your life, I included more than a few in our recent Christmas Gift List.

But there’s lots more to be found — check out our recent Games posts, for a start. Or just make a trip to your local games store. And hurry — this is the new Golden Age of tabletop gaming, and you don’t want to miss it.

The Black Gate Christmas Gift List

The Black Gate Christmas Gift List

a-guile-of-dragons[Apologies in advance for not being politically correct enough to call this the Black Gate Holiday Gift List. If you don’t celebrate Christmas, kindly ignore this post. Or use our suggestions to buy something for yourself, we won’t tell anyone.]

If you’re a Black Gate fan, we already know a lot about you. You’re almost certainly a fantasy devotee, well-read, with impeccable taste, and accustomed to the natural adoration of your peers. Pretty close, right? And you’re probably also a procrastinator who puts off Christmas shopping until the last minute, and ends up buying Wal-Mart gift certificates on December 24.

You can do better than that. In fact, we’re here to help you. Here’s a handy list of the best fantasy books, movies, games and comics of the season, with a link to a recent review, courtesy of the editors and staff of Black Gate magazine. We have gifts for every price range, from $5 to $150. Good luck, and happy shopping!

  1. A Guile of Dragons, James Enge ($17.95)
  2. The Bones of the Old Ones, by Howard Andrew Jones ($25.99)
  3. American Science Fiction: 9 Classic Novels, edited by Gary K. Wolfe ($70)
  4. Universal Classic Monsters: The Essential Collection ($149.98)
  5. Lords of Waterdeep, Wizards of the Coast ($49.99)
  6. The Weird, edited by Ann and Jeff VanderMeer ($39.99)
  7. Epic: Legends of Fantasy, edited by John Joseph Adams ($17.95)
  8. A Throne of Bones, Vox Day ($4.99)
  9. Three Parts Dead, Max Gladstone ($24.99)
  10. Books To Die For, edited by John Connolly and Declan Burke ($29.99)
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Baldur’s Gate: Enhanced Edition on Sale Tomorrow

Baldur’s Gate: Enhanced Edition on Sale Tomorrow

baldurs-gate-enhanced-logoOver ten years ago, at GenCon 1998, I came across a tiny booth in the Grand Hall manned by a very friendly group of software developers from Edmonton, Alberta. They were promoting an upcoming game called Baldur’s Gate and boy, did it look terrific. Traffic in the booth was slow and they seemed grateful for the company — so much so that when I finally left, they handed me part of their display, a giant mock-up of the retail box. To this day it occupies a place of pride in my office.

When Baldur’s Gate was released in November 1998, it quickly became one of the most acclaimed computer role playing games in history. It put those friendly Edmonton developers, an outfit named BioWare, on the road to stardom, and over the next decade they came to dominate the industry with titles like Neverwinter Nights, Star Wars: Knights of the Old Republic, Mass Effect, Dragon Age, and Star Wars: The Old Republic.

Baldur’s Gate, with its splendid story, characters, and revolutionary (for the time) Infinity game engine, still occupies a special place in the hearts of modern gamers. It was released for Windows 95/98 and doesn’t run well on modern machines — so for most of us, Baldur’s Gate is a distant memory, like those late nights playing Dungeon Master on an Amiga.

All that is about to change. A small start-up named Overhaul Games launched by two ex-Bioware employees, co-founder Trent Oster and lead programmer Cameron Tofer, has spent the last two years working on Baldur’s Gate: Enhanced Edition, a complete re-write of the original title for modern platforms. The new version boasts over 400 enhancements — including new high-res cinematics, an enhanced interface, improved multiplayer, core game improvements & bug fixes, higher level cap, over six hours of bonus quests & new adventures, new party members, and much more. It includes both the original game and the 1999 expansion pack, Tales of the Sword Coast.

Best of all, the game has been optimized for modern platforms, including the iPad and Android tablet. I for one can’t wait to sit down on the couch and play Baldur’s Gate on my iPad. You can see more details, including screenshots and a gorgeous trailer, at the Overhaul website.

The PC version of Baldur’s Gate is priced at $19.95; it will be available for download this Wednesday exclusively through the new Beamdog digital distribution platform. iPad and Mac OS editions will be sold through the Mac App Store in November; release date for the Android version is TBA.

The Guide to Glorantha Kickstarter

The Guide to Glorantha Kickstarter

There’s an amazing Kickstarter running at the moment. If you’re a fan of world-building, if you want to check out a world that’s been built over more than 40 years of group endeavour, with deep myths, histories, and cultures, one of the most compelling worlds in fantasy and certainly in fantasy roleplaying, you may want to take a look.

I’ve written previously at Black Gate about Glorantha, the fantasy world invented by Greg Stafford which lies behind the roleplaying games RuneQuest and HeroQuest. It’s a gorgeously detailed world; back in the days when Dungeons & Dragons was all about faux-medieval Tolkienery, Glorantha emerged as a lavish fantasy analog to the ancient world of Greece, Persia, and Rome. It’s a world of centaurs, heroes in bronze-crested helms, giants as big as mountains, and arcane cults which reshape the world as their worshippers offer sacrifice. Rich, complex, and sophisticated, it can offer the lightest play styles, or a rich immersive shared storytelling experience, with as much detail as anyone could want.

Glorantha owes a lot to Joseph Campbell, too. The “hero path” is an integral part of the world – how its inhabitants relate to the very real (and often mercurial) gods which surround them, and how heroes can penetrate the timeless realms of the gods and return with treasures physical and mystical. If, like me, you’re interested in the transcendent aspects of the stories we tell one another, Glorantha is a compelling world.

I’ve been gaming there since 1980; parts of it I feel I know better than my own hometown. But, over the past few years, Glorantha has entered a new golden age, as under the leadership of Jeff Richard and Rick Meints, Moon Design Publications have released multiple very high quality books providing new and deeper detail to the world. I’ve written about Sartar, Kingdom of Heroes; the Sartar Companion; and Pavis, Gateway to Adventure in previous posts – they’re all well worth a look, and highly recommended.

Over the past few years, Jeff Richard has been working on a book which looks like it will set a new standard in RPG supplements – a guide to the whole world of Glorantha itself. It’s a massive undertaking – an encyclopaedic opus detailing the places and cultures of a whole fantasy world, in exquisite detail. It’s been attempted twice before – once in the 1980s and once a decade ago – but in relatively abbreviated form. The new Guide to Glorantha is anything but abbreviated: it comes in at a whopping 400 pages of 10″ x 12″ book, detailing the geography, history, and cosmology of Glorantha, its cultures and races, as well as two continents, two subcontinents, and multiple archipelagos, plus a massive atlas filled with highly detailed and gorgeous maps – over 64 pages worth at the last count. The Guide to Glorantha is system agnostic – it doesn’t contain any games mechanics content, it’s pure setting detail, so you can use it with any game ruleset, or just read it for the pure pleasure of it. The Kickstarter has been running for a little over a week, and already has blown through its initial target. As a result, the initial scope of the project has expanded hugely, so that we’re now getting more regions detailed, more maps added, and an entire new “Companion” to the guide detailing things like the geography of the mythic regions of Glorantha, plus monographs by key industry writers. For those of us who’ve been playing quests into the realms of myth, this is nothing short of breathtaking in its ambition.

Check it out. If you’re a fan of Glorantha, or of fantasy worlds, or just want to see a beautiful example of world-building, the Guide to Glorantha may be for you. The Kickstarter runs until Tuesday, 18th December, and features a flexible pledging scale and increasingly attractive rewards.

Gygax Magazine: A New Gaming Magazine from TSR Games

Gygax Magazine: A New Gaming Magazine from TSR Games

gygax-magazine3There’s been some buzz recently about Gygax Magazine, a new online tabletop gaming magazine set to launch in December.

Editor Jayson Elliot, in a post at ENWorld, revealed that the core team behind the magazine includes Ernie Gygax, Luke Gygax, Tim Kask, James Carpio, and Jim Wampler. The first issue is scheduled for December. TSR, the original publishers of Dungeons and Dragons, was purchased by Wizards of the Coast in the 1997. According to Jayson the TSR trademark was abandoned about nine years ago, and they were able to register it last year. Their first project is Gygax, a gaming magazine, “because we wanted a way to bridge the traditions of the old guard with the awesome new games that are out today.”

Here’s what Tim Kask, founding editor of The Dragon magazine, had to say on his Facebook page:

Gygax is a gaming magazine for new and old players alike. We are looking forward to the games of tomorrow and today, while preserving the traditions and history that got us where we are now.

Our articles and features cover current independent and major publisher games such as Pathfinder, Savage Worlds, The One Ring, Shadowrun, Godlike, Labyrinth Lord, Marvel Heroic Roleplaying, Warhammer 40k Roleplay, Traveller, and others, as well as classic out-of-print games with a modern following, like AD&D, Top Secret, and Gamma World.

Our features include comics by Phil Foglio (What’s New With Phil and Dixie), Jim Wampler (Marvin the Mage), and Rich Burlew (Order of the Stick). Contributors include Jim Ward, Cory Doctorow, James Carpio, Ethan Gilsdorf, Dennis Sustare, and many more. Publishing quarterly in print as well as PDF and iPad editions, we hope each issue of Gygax will be an anticipated and treasured addition to any gamer’s library.

The magazine hasn’t even launched yet and it’s already stirring controversy, with Gygax’s widow, Gail, stating publiclyGygax Magazine… does not have the support of the Gygax Family Estate.” Stay tuned for further updates as they become available.

Wake Up to a New World With Awakening: The Art of Halo 4

Wake Up to a New World With Awakening: The Art of Halo 4

awakening-the-art-of-halo-4-smallI took the family to Best Buy yesterday to buy a new phone for my wife. They didn’t have anything below $250, so we trooped back to the car to return to the Verizon store. My teenage boys, flush with dog-sitting money, were the only happy shoppers, chortling excitedly in the back seat over a copy of 343 Industries’ Halo 4.

I got some scattered details over breakfast this morning. Master Chief, hot-babe AI Cortana, abruptly awakened from deep sleep, a Covenant fleet, a giant Forerunner planet, alien mysteries, and a lot of shooting. Sounds like Halo to me.

So when I sat down to sort through the week’s stack of review copies, my hand naturally gravitated towards the copy of Awakening: The Art of Halo 4, a thick oversize hardcover sent our way by Titan Books. It turned out to be an excellent choice, and  it thoroughly captivated my interest for the next 90 minutes.

Awakening is probably not a good choice if you’re not a fan of art, cutting edge computer games, or far-future science fiction. But if you’re interested in any of those things, you’ll find it very interesting and if, like me, you have more than a passing interest in all three, you’ll find it fascinating.

Awakening is packed with nearly 200 pages of full-color art, concept designs, and sketches from some of the top artists in the field, including Sparth, Robogabo, John Liberto, Glenn Israel, Jhoon Kim, and Thomas Scholes. The descriptive text, by “incurable Halo fanatic” Paul Davies, is brief and to-the-point, rarely more than a slender paragraph on each page. Davies wisely lets the artists do most of the talking, quoting Senior Art Director Kenneth Scott and concept artist Sparth at length.

And the art is indeed spectacular. The design breakdowns — for Master Chief, his mostly naked AI companion Cortana, numerous weapons, the truly splendid vehicle fleet, and the gun-toting alien Covenant and mysterious Forerunners — are detailed and a lot of fun, but it’s the gorgeous alien landscapes and breathtaking unexplored vistas that really fire the imagination. I guarantee there are sights here that you’ve never seen before, from the nebula-like clouds trapped between two vast constructs to the massive Didact ship, so large it can only be explored using a UNSC Broadsword fighter.  More proof that it’s computer entertainment pushing the sense-of-wonder envelope for SF and fantasy fans today.

Awakening: The Art of Halo 4 was published in hardcover by Titan Books on November 6. It is $34.95 for 192 pages. Get more info, including reproductions of some of the artwork, at the Titan website.

A Dark and Glorious World: The New Midgard Campaign Setting

A Dark and Glorious World: The New Midgard Campaign Setting

midgard-smallI confess that I have a problem with a lot of RPG campaign settings on the market. Some of them are simply tired and played out. Some are designed to lock customers into purchasing adventures and sourcebooks, leaving little room for customization. Some take a “kitchen sink” approach, avoiding anything too distinctive in an effort to support every type of campaign.

As the lead designer and publisher at Kobold Press, I decided it was time to launch a project that would reinvent a few fantasy traditions, and restore all that I think is great and good in classic fantasy RPGs. It would be based on time-tested elements of my own homebrew campaign, not on market research, potential licensing opportunities, or maximizing shareholder value. It was time to let slip the drakes of war, sharpen up the great ax, and split some skulls with a new setting!

With that in mind, I worked with my talented colleagues Jeff Grubb and Brandon Hodge, and the Open Design community, to create the Midgard Campaign Setting. It’s made for conflict, plunder, deep magic, and horrific secrets. That’s reflected in the design choice to provide clear adventure hooks for every place described in the book, for instance, and in the decision to provide a system of ley line magic. Better yet, much original material for Midgard is written by newcomers, so it’s a place where everyone can sharpen their game design chops (more on that in a minute!).

When you’re in Midgard, you’ve got big missions, mythic adventures, and lots of options — but the setting is designed to be compact and easy to pick up. There’s also the part that’s harder to explain, the getting-fantasy-right part. To quote a new fan TwistedGamer

Not since I was a teenager and first peeled back the plastic that had been wrapped around my first Forgotten Realms campaign boxed set have I felt the giddiness that I feel right now…

The masks of the gods, the blending of myth and pure invention, the shadow roads and some new, lighter elements like the beer goddess and the school of clockwork magic all make Midgard sing.

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Art of the Genre: Art of the Disappearing MMORPG

Art of the Genre: Art of the Disappearing MMORPG

Are we the only two left in Final Fantasy XI?  Yes, but at least we look good together my love...
Are we the only two left in Final Fantasy XI? Yes, but at least we look good together my love...

You can never go home again, or at least I believe that’s the saying. I tend to agree, as my home town in NowhereVille Indiana stands as a shining example of the power that ‘getting out’ has on a person’s life. Still, when I do make it ‘home’ — and yes, although I’ve lived in four other states and half a dozen apartments, condos, and houses longer than the days where I spent my youth, my mother’s house on the Tippecanoe is still my home — I can breathe easy like nowhere else in the world. [On a sad note, someone recently related to me that maturity is achieved the day you lose your last parent because you are truly on your own. I’ve luckily not reached that level of independence, and certainly that is why my mother’s house still holds such warmth, because there I’m still the child, and who doesn’t like being the child once in a while?]

Honestly, I could shed tears as I write such profound revelations, as I think about home, three thousand miles from the City of Angels and all the chaos that goes with it, but I won’t. Instead, I want to try to translate that same feeling to another venue, that being the art of the quickly disappearing MMORPG.

Before I can truly begin to talk about the vanishing, however, I suppose I should first discuss life. On the 16th of March, 1999, Sony’s 989 Studios released Everquest and the world of online gaming was never the same. Sure, Ultima Online had been around since 1997, but it never stole gamers’ attention and basked in the world spotlight like Everquest, or ‘Evercrack’ as it was called by many because of its addictive qualities.

This game, eventually wrapped into the Sony Online Entertainment bundle, had hundreds of thousands of registered players by 2004. Somewhat unbelievably, thirteen years later, another expansion for the game appeared this November [2012], but like most games of its kind, the death throes can be a long and lonely road.

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