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Discover the Secret History of World War Two in Achtung! Cthulhu

Discover the Secret History of World War Two in Achtung! Cthulhu

achtung-cthulhu-smallOn Tuesday, I talked about the latest crop of exciting fantasy games I’ve discovered, with the help of The Paris Fashion Week of Fantasy Games. They included recent supplements for CthulhuTech, the game of Cthulhu versus giant robots, and Incursion, an intriguing mash-up of BattleTech and Squad Leader.

Cthulhu, zombies, Nazi super-science, occult experiments… you’d think these two games alone would keep me completely content for the next decade. And they might have, too, if I hadn’t just discovered Modiphius Entertainment’s Achtung! Cthulhu.

Before you accuse me of having the attention span of a three-year-old, I’d like to point out that Achtung! Cthulhu combines all that stuff in one game.

Did you ever want to see what would happen if Sgt. Rock went toe-toe-toe with the minions of Nyarlathotep in Nazi Germany? If Indiana Jones stumbled on a nest of shuggoths in Hitler’s Eagle’s Nest at Berchtesgaden?

These are rhetorical questions; of course you did.

Achtung! Cthulhu is a tabletop roleplaying campaign that pits elite Allied soldiers against Chthonians, Deep Ones, Dimensional Shamblers, the Dark Young of Shub-Niggurath, and other creatures from H.P. Lovercraft’s Cthulhu mythos. It is fully compatible with Chaosium’s Call of Cthulhu, and versions are in the works for Realms of Cthulhu (for Savage Worlds), Pelgrane Press’s Trail of Cthulhu, and the PDQ Core Rules from Atomic Sock Monkey.

The first series of adventures is called “Zero Point,” and so far two chapters have been published: Three Kings and Heroes of the Sea, both written by Black Gate‘s own Sarah Newton. The overall series is under the direction of Chris Birch.

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X-Plorers: Space Exploration the Way it Should Be

X-Plorers: Space Exploration the Way it Should Be

x-plorersI have to admit I’ve been generally disappointed with science fiction role playing games. It’s true that I’ve discovered some recent gems — especially Ashen Stars and Rogue Trader — but I don’t really get to game much these days, so they’re mostly of academic interest.

You know what would have been great? Discovering a fast-paced, easy-to-learn science fiction RPG when I was still gaming every weekend. One that captured the spirit of 1950s sci-fi, when space exploration meant wide-eyed explorers stepping gingerly out onto mist-shrouded planets, clutching futuristic sidearms and highly unreliable sensing equipment.

I’m talking about the science fiction of Forbidden Planet and Planet of Vampires, where every alien landscape concealed ancient secrets, unknowably strange artifacts of long-dead races, and sinister lifeforms. When an alien encounter meant checking first to make sure the safety was off.

A key feature to this ideal science fiction game, of course, would be that it’s rules-light. Something you and your friends could learn in an afternoon at most, and be deep into your first encounter with space vampires on the rings of Saturn before the evening news.

Believe it or not, at long last my ideal science fiction role playing game seems to have finally arrived: X-plorers, from Brave Halfling Publications. X-plorers celebrates the spirit of pulp science fiction in all the best ways, and it unapologetically embraces those things that made it great, including robots, space pirates, and aliens with tentacles.

There’s even an entry in the Sample Creatures section for Vampire Moths. You see? That’s what I’m talking about.

And yes, it’s a very quick read — about 25 pages of core rules. The chapter on Playing the Game is shorter than the Equipment chapter. These guys know how to write a rulebook.

X-Plorers was written in 2009 by David Bezio, and first published by Brave Halfing in 2011. I have no idea why I haven’t seen it before now, but I’m glad I spotted it on the New Arrivals shelf of my local game store when I did. It is 40 pages, professionally illustrated, and priced at $12.95; a PDF version is available for $5.95. Complete details at the Brave Halfling website.

The Paris Fashion Week of Fantasy Games, Part II

The Paris Fashion Week of Fantasy Games, Part II

Some of the games I purchased at the Paris Fashion Week of Games. Click for bigger version.
Some of the games I purchased at the Paris Fashion Week of Games. Click for bigger version.

Last Monday I talked a little bit about the Fall Games Auction at Games Plus in Mount Prospect, Illinois. I compared it to Paris Fashion Week because, much like a fashion show, it’s an opportunity to see everything new all in one place.

And not really in a leisurely, browsing-in-a-bookstore fashion, either. While you’re gawking at a fabulous fantasy game you never even knew existed, people all around you are bidding in a frenzy, intent on making sure you never see it again. On average, you get an 8 to 10-second glimpse at each treasure before it’s gone forever.

Unless you outbid all those other bastards, of course.

There’s a perfectly natural outcome to this mad situation. It’s known as “auction fever.” Don’t ask how I know this. (I refer you, without comment, to my March article on my last trip to Games Plus, “Spring in Illinois brings… Auction Fever.”)

In any event, I attended the Fall auction with much greater spousal oversight over my finances, and severely diminished resources. Still, I was able to come away with a host of treasures, and a lenghty list of exciting new science fiction and fantasy games to track down and investigate.

I’m not going to turn this into a catalog of new games I discovered over the span of five hours. For one thing, that would take a lot of pixels. Instead, I think I’ll focus on the most interesting items I brought home with me, and a few of the tantalizing ones that got away.

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New Treasures: Ashen Stars by Robin D. Laws

New Treasures: Ashen Stars by Robin D. Laws

ashen-stars2Back in August, we reported that Pelgrane Press’s new space opera RPG Ashen Stars had won a 2012 ENnie Award for Best Setting. That was enough to pique my curiosity, and I ordered a copy.

I’ve been waiting for a science fiction role playing game with a truly rich setting for a long time. Our Managing Editor Howard Andrew Jones has been exploring Traveller in a series of occasional articles — most recently on the Netherell setting and The Third Imperium — but to be honest I always found the setting for Traveller to be fairly generic, at least in the early editions. The last SF RPG to really impress me was Rogue Trader by Fantasy Flight, a gorgeously produced game set in the Warhammer 40,000 universe; before that I have to go all the way back to Holistic Design’s future-medieval setting Fading Suns, first released in 1996.

I’m very pleased to be able to add Ashen Stars to that short list. Drawing heavily upon his successful GUMSHOE mystery system, author Robin D. Laws has created an extremely appealing game of space opera procedural mysteries. In the tradition of the best hard boiled detective fiction, players are constantly scrambling for money, equipment, and respect… all of which they’ll need to succeed in a war-ravaged perimeter where trust is a precious commodity, and very little is truly what it seems.

The players in Ashen Stars are private eyes — excuse me, licensed mercenaries — acting as freelance law enforcement on a rough-and-tumble frontier called “the Bleed,” where humans and half a dozen alien races mingle, compete, and trade. The Mohilar War that devastated the once powerful governing Combine ended seven years ago, and no one is sure exactly how. The Combine is in no shape to govern the Bleed, and rely on loosely-chartered bands like the players to maintain peace in the sector, keep a lid on crime, and investigate odd distress signals from strange corners of space. Like the crew of the Serenity, your loose band of players operate on both sides of the law, secure lucrative contracts, scramble to maintain your ship and upgrade your aging equipment, and maintain a code of honor in a place where reputation is the most precious commodity there is.

The writing and color art are impressive throughout, and the book is filled with fascinating tidbits that will make you anxious to play, and re-introduce you to the essential joy of role playing.

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The Paris Fashion Week of Fantasy Games

The Paris Fashion Week of Fantasy Games

empires-of-the-voidSix months ago, I attended the Spring Games Auction at Games Plus in Mount Prospect, Illinois, the premiere auction in the country for serious game collectors. Last Friday, I was checking the calendar. They occur every six months, which meant the next one was… holy cats! Saturday morning. I packed up my rental car the next morning and headed out, after making a blood oath to my wife Alice that I would be fiscally responsible this year. Or at least act within the bounds of forgiveness, I told myself.

The auction did not disappoint. The Saturday auction focuses on science fiction and fantasy board games, as well as role-playing games of all kinds. They start promptly at 10:00 am and run for the next seven hours, rattling off about ten games per minute; hundreds every hour, and thousands over the course of the day. For me, it’s the Paris Fashion Week of games — my chance to see all the latest and greatest in new games without having to leave the comfort of my metal folding chair.

Just as last time, the real wonders weren’t dusty artifacts from the early days of gaming, but a panorama of gorgeous and enticing new titles. And again, my knowledge of modern science fiction and fantasy gaming proved woefully inadequate, as time after time, games I’d never seen before made their way to the auction block.

Now, it’s dangerous to be ignorant at an auction. It’s easy to overbid on an item that looks expensive and rare, only to find Amazon has it on clearance for ten bucks. It’s even easier to drop out of the bidding when the going gets tough, confident you can find it cheaper online — only to find copies commanding outrageous prices on eBay. I’ve done both, and while most collectors agree that the greater pain is the memory of that rare item that got away, that’s because they haven’t met Alice and her corrective-therapy broomstick of agony.

So I played it safe this time. I watched a lot of marvelous games go to other bidders, jotting down the titles as they did. I gave up on a used copy of Fantasy Flight Games’ Sky Traders, a game of intrigue and trading in an era of skyships, when bidding shot past $27; it’s in stock at Amazon for $35. Same with Guards! Guards!, a fabulous-looking Discworld game from Z-Man Games, which sold for $40 (new for $57 online), and — perhaps the hardest to let go — a magnificent space combat game based on David Weber’s bestselling series, Honor Harrington: Saganami Island Tactical Simulator, which the fellow next to me bought for $40 (cheapest copy I can find online is $75). And plenty of others, including Zombietown, Dark Minions, Peregrine Games’ Prince of Chaos, and the curious Gnomes of Zavandor.

Later this week, I’ll talk about those items I did bring home, including Empires of the Void, a terrific-looking space exploration game from Red Raven Games. That post will be much more cheerful, I promise.

Vintage Bits: Black Isle Resurfaces

Vintage Bits: Black Isle Resurfaces

black-isle-smallInterplay, publisher of some of the most acclaimed fantasy role playing games of all time – such as the Bard’s Tale series, Wasteland, Dragon Wars, Baldur’s Gate, Fallout, and Icewind Dale — has announced that the legendary development studio behind many of its most popular titles, Black Isle Studios, has reformed.

Black Isle was owned by Interplay and created in 1996 by Feargus Urquhart. It was formed from the crack team of developers who had created Fallout. Over the next few years, they developed many hits, including Fallout 2, Planescape: Torment, and Icewind Dale. Working with a tiny outfit in Canada named BioWare, they also produced Baldur’s Gate and Baldur’s Gate II: Shadows of Amn.

Interplay began to experience serious financial difficulties in 2001-2002, after publishing a number of high-budget failures such as Messiah and Kingpin. Black Isle was dissolved as Interplay imploded, a move that shocked the industry. All the employees were laid off on December 8, 2003.

Their last titles were the poorly-received PC game, Lionheart, and Baldur’s Gate: Dark Alliance II for the Playstation 2. At the time they were dissolved, they were working on Baldur’s Gate III: The Black HoundBaldur’s Gate: Dark Alliance III and Fallout 3, none of which ever saw the light of day. A nearly bankrupt Interplay eventually sold the rights to the Fallout series to Bethesda, who developed and released its own version of Fallout 3 in 2008.

The closing of Black Isle was a serious blow to RPG gamers, and it marked the end of Interplay as a force in the industry. As someone whose all-time favorite games include Dragon Wars and Icewind Dale, I saw it as the end of an era. Interplay survived for most of the next decade by re-packaging its classic games, especially Fallout, Baldur’s Gate, and Icewind Dale, as well as their sequels.

Most of the star developers associated with Black Isle, including Feargus Urquhart and Chris Avellone, are not on board for this new iteration. Urquhart and Avellone founded the successful Obsidian Entertainment (Star Wars: Knights of the Old Republic II, Neverwinter Nights 2). But Mark O’Green and Chris Taylor (designer of the original Fallout) have both reportedly returned.

No announcement yet on what titles the resurrected Black Isle is working on. But I’m certainly looking forward to finding out.

Rediscovering the Joy of the Boxed Adventure: Warhammer Fantasy Roleplay

Rediscovering the Joy of the Boxed Adventure: Warhammer Fantasy Roleplay

the-witchs-song-smallIf you’ve been gaming as long as I have, you’ll remember when the great adventures of the day — Gygax’s Tomb of Horrors, say, or Descent Into The Depths of the Earth — came packaged as slender stapled sheets wrapped in a two-tone cover. Color arrived years later, and adventure modules got thicker and more elaborate. In the mid-80s TSR dazzled gamers with the first boxed adventure sets, including the World of Greyhawk, The Ruins of Undermountain, and the fabulous Menzoberranzan, home of the Drow.

These weren’t just game modules — they were entire campaigns, weeks or even months of epic subterranean exploits crammed into a cardboard carton. There was nothing like opening up Dragon Mountain or Dark Sun for the first time, and seeing reams of folded maps and dense booklets promising near-limitless adventure.

Alas, it was not to last. TSR published its last boxed adventure in the late 90s. By the time Third Edition D&D arrived they had vanished, replaced with bland adventure books. Boxed sets were too expensive to produce, pundits said. And modern gamers want to be able to flip through books before they buy, see what they’re getting. The rest of the gaming industry followed D&D‘s lead, and the beloved boxed set appeared to have disappeared for good.

But nobody seems to have told Fantasy Flight, publisher of Warhammer Fantasy Roleplay. Since 2009, they have been producing a top-flight line of boxed adventures for the Warhammer RPG, including The Edge of Night, The Gathering Storm, and the latest, The Witch’s Song:

Something unnatural is stirring in the small fishing village of Fauligmere. Legends of a swamp witch are whispered among the superstitious townsfolk. And if it weren’t for the haunting voice coming from the mists of the Cursed Marshes, you might laugh at such tales. But in Fauligmere, nothing is as it seems.

The Witch’s Song is a standalone adventure for Warhammer Fantasy Roleplay, introducing new rules and options for hedge wizards and witch characters. This boxed adventure features a full-colour book detailing this mysterious adventure in a suspicious town, as well as all the sheets, cards, and tokens a GM needs to bring the story to life. Players must investigate the mysteries that plague Fauligmere, gain the favour of the people, and learn the truth behind the town’s legacy. Can you resist the lure of the witch’s song?

Typical for Fantasy Flight, the production values and art are top-notch. Best of all, they don’t skimp on that most essential aspect of the boxed adventure: the goodies. The Witch’s Song, for example, is packed with dozens of play aids, including action cards, location cards, creature cards, player handouts, party sheets, and more — most illustrated in full color.

Is it too much to believe this is the start of a new trend? In May of last year, Wizards of the Coast released The Shadowfell, the first D&D boxed adventure in more than a decade. Since then, they’ve followed up with Madness at Gardmore Abbey. It’s still too early to declare a true return of the boxed adventure, but I’m keeping a weather eye out.

Twilight Sector Kickstarter

Twilight Sector Kickstarter

six-guns-lasers-kickstarter-imageIf you’re a gamer, you’ve probably heard of the renowned Traveller role-playing game of science fiction in the far future. And if you’ve played Traveller recently, you MAY have heard of the work from Terra/Sol. If not, you should have. I’ve been raving about each of their products that I’ve reviewed for Black Gate because they’re inventive, engaging, and well-written.

Today, I’m turning over the site to Mike Cross of Terra/Sol so he can tell you about a new Kickstarter project and the alternative Traveller setting used for all of their products.

I asked Mike to describe the game setting a little, and then he describes the new Kickstarter. The one thing he doesn’t mention here is that it’s going to be authored by one of my very favorite RPG authors, Martin Dougherty. I scramble to read everything that the man writes! Anyway, take it away, Mike:

Welcome to the raggedy edge of human space, the Orion Frontier. This is the edge of human exploration. Rimward from here: There be Dragons! No star chart or encyclopedia tells us what lies beyond, only the whispered tales of scouts and pirates provide us myth-inspired answers.

The Twilight Sector Campaign from Terra/Sol Games is a science fiction setting specifically designed to tell stories across a wide range of mediums. These include role-playing games, fiction, comics and electronic games. The setting seeks to provide a level of detail reminiscent of “Known Space” or “Middle Earth”. The tone is of Transhumanist evolution against a grand space opera background of far flung planets and stellar nations stretching over a 1,000 light year canvas. With 26 products in the last three years Terra/Sol Games has painted an ever evolving picture of this setting.

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Jolly Blackburn’s Knights of the Dinner Table #191 Shipping Next Week

Jolly Blackburn’s Knights of the Dinner Table #191 Shipping Next Week

kodt-191Time to remind all you people that you should be reading Knights of the Dinner Table.

Why? Because it’s one of the best comics on the market. And for gamers it’s a lot more than that — it’s one of the finest magazines out there, packed with articles, reviews, and ads for the best new games.

Knights of the Dinner Table follows the misadventures of a group of misfits from Muncie, Indiana, whose love of gaming routinely trumps normal social conventions, and occasionally even their sense of self preservation. If you’re a Black Gate reader you’re already familiar with the Knights: the Java Joint strip in the back of every issue draws from the same cast of characters. Knights of the Dinner Table: The Java Joint, collecting the complete Black Gate strips, is now available in print and PDF.

You can try KODT for free online with the weekly Knights of the Dinner Table web comic. The current “Celebrity Hack” strip, featuring Seinfeld characters playing Hackmaster, is more than worth the trip.

In addition to a great cover by artist George Vrbanic, spoofing the original Unearthed Arcana art by Jeff Easley, issue 191 features 8 complete comic strips, plus feature articles including “Siftings of a Hoarder’s Lair: An inventory of things found in a Kobold’s Lair,” by Barbara Blackburn. This issue’s GameMaster’s Workshop looks at Bait and Tackle: Adventure Hooks on the Fly, Denizens of Tellene: Shazahn Ghanim, and Gaming the Movies covers the film Outpost.

All that plus regular columns Tales from the Table, Web Scryer: the Best of the RPG Web, and reviews of Masque of the Red Death, The Drifter’s Escape, The Tempus novels, Ugg-Tect, Flapjacks & Sasquatches, and Decktet. See this complete list of contents here

Knights of the Dinner Table is published monthly by Kenzer & Company. Issues are 64 pages, black & white, and priced at $5.99. It gets my highest recommendation.

Josh Wimmer Reviews Everything I Need to Know I Learned From Dungeons & Dragons

Josh Wimmer Reviews Everything I Need to Know I Learned From Dungeons & Dragons

everythingineed-toknowilearnedfromdungeonsdragonsEverything I Need to Know I Learned From Dungeons & Dragons
Shelly Mazzanoble
Wizards of the Coast (192 pp, $12.95, September 2011)
Reviewed by Josh Wimmer

I have my first-edition AD&D Monster Manual open on my desk, and I’m looking at the entry for “mimic.” As many of you will likely recall, a mimic is a creature that disguises itself as something else — a chest, maybe, or a door — to fool unwary adventurers.

That is where my head went after reading Shelly Mazzanoble’s second book; she is a bit of a mimic. I don’t mean that she cannot stand sunlight or that she resembles stone or wood — hey, this is not a perfect analogy — or even that her armor class is only 7. I bet it is at least 5. She strikes me as dexterous (not to mention closer to chaotic good than true neutral).

No, what I mean is that Everything I Need to Know I Learned From Dungeons & Dragons, while delightful, struck me as only tangentially “One Woman’s Quest to Turn Self-Help Into Elf-Help,” as the subtitle puts it.

Mazzanoble is fun to spend time with. Most of the book is concerned with her relationships with her mom, Judy (this is the mom ur-name, I think), and boyfriend, Bart. Judy has a lot of advice to offer, much of it on the subject of Mazzanoble and Bart’s love life. Mazzanoble clearly adores her mother — they talk daily, which I can accept intellectually is a beautiful thing, for someone else who is not me — but she gets justifiably fed up when Judy starts sending her an unending stream of books like The Secret.

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