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Kickstarter Alert: New Fire, an Aztec-inspired RPG

Kickstarter Alert: New Fire, an Aztec-inspired RPG

Kwaytlachtli of the Screaming One Warrior House
Kwaytlachtli of the Screaming One Warrior House

With 10 days left to go, I’d like to make everyone aware of the upcoming game New Fire, currently being funded through a successful but so far fairly low-key Kickstarter campaign. Most readers of the blog are probably familiar with Kickstarter through Scott Taylor’s great posts on the subject. New Fire has their game fully designed, but is seeking Kickstarter support in order to fund professional-level artwork for the product.

They’ve hit their $3,000 goal and their $6,000 stretch goal, so they’ll be releasing full-color versions of their core rulebook and are currently in the process of getting together a second stretch goal. At low levels, you can purchase a PDF copy of the book, but at higher backing levels there are hardcopy books available, as well as T-shirts, and even some design a Landmark or village for the campaign setting. (The backer goal to help design a god is, unfortunately, sold out.)

I spoke with the game’s creator, Jason Caminsky, and after the conversation was even more excited about the prospect of this game. There are three things which really make it stand out for me.

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Goodman Games releases Dungeon Crawl Classics Role Playing Game

Goodman Games releases Dungeon Crawl Classics Role Playing Game

dungeon-crawl-classicsOne of the most highly anticipated games of the year — by me, anyway — is finally here: Goodman Games Dungeon Crawl Classics Role Playing Game.

Goodman Games made a name for itself with an impressive line of role playing adventures, Dungeon Crawl Classics. 66 have been released so far — including the latest, The Vampire’s Vengeance. All have championed the virtues of early role-playing: fun, colorful, easily accessible and combat-heavy adventures with uncomplicated storylines and lots of action.

The industry has changed a lot since the first, Idylls of the Rat King, was released back in 2003 however. The most important change has been the rise of “retro clone” games inspired by the original versions of D&D and AD&D that use the Open Gaming license, such as Daniel Proctor’s Labyrinth Lord.

These games, with their focus on simpler, more streamlined rules, perfectly complement the Dungeon Crawl Classics line, and it was an obvious next step for Joseph Goodman and his merry band to turn their creative talents to publishing one of their own.

BG Managing Editor Howard Andrew Jones recently received a review copy, and he tells me he’s very impressed. “It’s retro in feel, but it’s not a retro-clone,” he says. Among the many appealing innovations are spell backfire charts and simple mechanics for spell duels.

“You could never do spell duels in D&D,” Howard notes. “But you finally can here.”

I’m really looking forward to getting my hands on a copy. In the meantime, Howard has promised a more detailed report in a few days.

Goodman Games released a 16-page teaser adventure as part of Free RPG Day 2011. DCC RPG is also supported by an attractive line of third party products from Purple Sorcerer Games, Chapter 13 Press, and many others. You can order the 480-page hardcover of the finished game on their website for $39.99.

Pavis – Gateway to Adventure: The Classic RPG City is Back! (Part Two)

Pavis – Gateway to Adventure: The Classic RPG City is Back! (Part Two)

pavis_coverLast week I began my review of Pavis – Gateway to Adventure, the new RPG supplement from Moon Design Publications for its HeroQuest roleplaying game in the fantasy world of Glorantha, with a bit of history of this greatest of RPG cities, and an overview of what this massive new book contains. This week, I’d like to look at the book’s content in far more detail, with a chapter-by-chapter breakdown of just what you get in its 416 pages.

Chapter by Chapter

To begin with, the book’s cover is a nice full colour painting depicting a priest of the cult of Pavis, the city god, atop the ziggurat-like temple of Pavis in the new city, facing east over assembled city-folk and worshippers as the sun rises. In contrast to the green and earth tones of the previous two Sartar books, the cover is predominantly pinks, purples, and greys, emphasizing the hazy, desert-like environment of the city. It gives a feel for the predominance of religion – and religious intrigue – in the city.

After credits, contents, and introduction sections, the book launches straight into “Making Your Character”. If you have Sartar: Kingdom of Heroes, you’ll know what to expect here; except that in addition to the Sartarite settlers of Pavis County, there are also HeroQuest keywords and character creation guidelines for Old Pavisites, Sun Domers, Zola Fel Riverfolk, and even Lunar Settlers.

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The Return of SEP

The Return of SEP

sword-noirBack in 2004, a friend and I decided to become role-playing game publishers, possibly for the wrong reasons – we wanted publish our stuff rather than wanting to be publishers. Given that, we still went forward in as professional a manner as possible.

While we established Sword’s Edge Publishing as a business, I’m afraid I ran it as hobbyist. I made decisions based on my interests and enthusiasms. I should have been looking to build the brand and increase SEP’s audience. In the end, when I lost interest, SEP went to sleep.

It has only recently returned to bring forth some new games, and then quickly returned to its slumber. This last year, from April 2011 (when it released Sword Noir) to January 2012 (when it released the adventure Suffer the Witch), SEP did things a little different than it had before.

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Art of the Genre: Review, Paizo’s Dragon Empires!

Art of the Genre: Review, Paizo’s Dragon Empires!

pzo9240_500I’m sure I’ve mentioned TSR’s Oriental Adventures on more than one occasion from my soap box of a blog. This book is the only 1E D&D book I have with water damage because the day I bought it I was so enthralled that I thought I could take a bath while reading it [bad idea].

Anyway, from that moment forward I was deathly intrigued by the Orient, be it Kara-Tur in the Forgotten Realms, the T’ung in my home brew world, the non-magic stage of feudal Japan in Bushido, or of course the realms of Rokugan in Legend of the Five Rings.

Three weeks ago, as my six-year old son broke apart a flex pole tent system and began using it as a weapon, I had the pleasure of showing him firsthand what a three piece staff looked like in the Oriental Adventures book, making it also a fine teaching tool as well as a gaming supplement.

Therefore, you can well imagine my unchecked delight to find that Paizo was not only producing two source books for their Pathfinder system concerning the Orient in Golarion, but also a full Adventure Path that dealt with the region.

In this article I’m going to talk a bit about three outstanding products newly released in the past six months from Paizo concerning their Dragon Empires setting.

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Pavis – Gateway to Adventure: The Classic RPG City is Back! (Part One)

Pavis – Gateway to Adventure: The Classic RPG City is Back! (Part One)

Pavis Gateway to Adventure-smallWow. This is a big book. I mean, seriously big. It’s 420 pages of letter-sized softback, absolutely crammed with information about one of the most famous cities in fantasy roleplaying – Pavis, City of Thieves, Gateway to Adventure.

Let me be frank: I’m a fan. I have been ever since Pavis first saw the light of day back in 1983. And, since this freshly published brand new supplement for the HeroQuest fantasy roleplaying game hit my mailbox last week, I’ve become a fan all over again.

This week and next, I’m going to review Pavis – Gateway to Adventure, and try to give some idea of why it’s such a special book. This week, I’ll consider the history of the city of Pavis as a roleplaying game product, and give a high-level overview of what the new supplement contains; next week, I’ll look into the book in much more detail, and provide a chapter-by-chapter breakdown.

So what is Pavis, and why should you care? Well, if you’re a fan of the ancient fantasy world of Glorantha, the invention of RPG and fiction writer (and sometime shaman) Greg Stafford, then you’ll know all about Pavis already. But if you’re not – then prepare yourselves for a treat. Because whether you’re a roleplayer, or a fan of fantasy fiction with a love of well-crafted worlds, meticulous cultural detail, and awesome fantasy cities, Pavis – Gateway to Adventure might just be for you.

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Horror Roleplaying in 1890s England: Cthulhu By Gaslight

Horror Roleplaying in 1890s England: Cthulhu By Gaslight

cthulhu-by-gaslightContrary to what you may read, it’s not all about Barbarian Prince and First Edition AD&D after hours here at the Black Gate rooftop headquarters.

No, sometimes during our friendly evening gatherings we just sit around and reminisce about great gaming sessions of old. I played a bit of Call of Cthulhu in my day; so much so that it’s probably my second favorite RPG (right behind AD&D).

Together with a few close friends I trekked down my fair share of fog-shrouded New England back alleys, trying to sound like Sam Spade while deftly making perception checks and shining feeble torchlight on things better left unseen.

Good times, good times. Except for the failed sanity rolls, of course, and the frequent times I was forced to crumble up my character sheet while Brian Muir, our game master, described how my character was dragged off to the asylum, screaming in wordless horror. Sometimes I wonder how I stumbled into this hobby.

But mostly what I remember about Call of Cthulhu was that Chaosium had hands down the best packaged adventures on the market. Seriously, they were epic. Larry Ditillio’s globe-spanning Masks of Nyarlathotep is still considered the high water mark for RPG adventures in the 1980s, and Keith Herber’s Spawn of Azathoth won the Gamer’s Choice Award for Best Role Playing Adventure in 1987.

Beyond the Mountains of Madness, an enormous 438-page masterwork from Charles and Janyce Engan, commands outrageous collector’s prices today (copies are currently selling at Amazon.com for $555 — and up), and that’s not even the most sought-after. That distinction belongs to Horror on the Orient Express, a fabulous boxed set released in 1991 which sold out quickly and has never been reprinted.

But it was William A. Barton’s Cthulhu By Gaslight that was always my favorite.

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All Hail the Barbarian Prince

All Hail the Barbarian Prince

barbarian-prince-256One of the great things about having a blog is that you get to celebrate all things cool. Books, movies, comics, games… if it keeps you up late at night, after your spouse has gone to bed wearing lingerie and a disappointed look, it’s usually worth at least a few paragraphs here.

Of course you need to take things a little more seriously when talking about the real classics, the enduring masterpieces that define our very culture. And that goes double when we turn our attention to the supreme achievement of Western Civilization, the pinnacle of some three billions years of planetary evolution, Arnold Hendrick’s Barbarian Prince.

Howard Andrew Jones did just that in his splendid post Return of the Barbarian Prince this week. It’s a terrific article and interview, capturing much of the fun of this sublime solo mini-game, except for his obvious lies about being able to win.

You can’t win at Barbarian Prince. The game is an existential commentary on the nihilistic underpinings of modern evolutionary thought. I thought that was obvious. All games end in ignoble death, usually in the form of a starving goblin tribe that beats you to a pulp and steals your fur-lined booties.

Listen, I’ve owned the game for nearly 30 years. Spent many evenings rolling dice and moving my lead miniature around the little map, befriending elves and exploring ancient crypts, and I have never won. Barbarian Prince is the beautiful girl I lusted after in high school.  She hangs out and flirts like a Vegas show girl, but there’s no way she’s going out with me.

At least I’m in good company. The distinguished John C. Hocking has never won the game. None of my friends have ever won. Only my false friends like Howard, who called last week to tell me he won a game on the first turn. Dude, if you’re going to fib, at least make it believable.

Well, the good news is that now you can experience the timeless agony of Barbarian Prince for yourself. Now you too can spend your evenings cursing up a blue streak and throwing the map across the room. The original Dwarfstar boxed edition is unspeakably rare (most copies were destroyed in a blind rage, presumably), but you can download the complete game here, and Todd Sanders’ new revised version is available here.

Howard tells me he’s mailing me a deluxe copy of the revised Sanders version, hand-made with carefully crafted components, which I anxiously await. Maybe a little of his luck will rub off on me. Maybe I’ll discover he’s adjusted the rules to make the game winnable. Maybe Todd’s revisions will clarify things just enough to lead me to victory. Or maybe there’s another tribe of starving goblins in my future, waiting to take my last copper piece and turn my skull into a drinking cup.

Time will tell.

M.A.R. Barker, Nov 3 1929 – March 16, 2012

M.A.R. Barker, Nov 3 1929 – March 16, 2012

manofgoldWhile I was at the games auction at Gary Con on Sunday, Luke Gygax solemnly paid tribute to those industry giants we lost in the last year, including Jim Roslof and Jean Wells, both early and influential TSR employees.

But I was startled when Luke added that M.A.R. Barker, the grand old man of role playing, had died last week at the age of 82.

M.A.R (Muhammad Abd-al-Rahman) Barker is not particularly well remembered today. He wasn’t especially prolific as an author, with five novels to his credit — the last three published by obscure small press publishers. But everyone who paid attention to TSR in the heady early days of role playing knew M.A.R. Barker, the creator of Empire of the Petal Throne and the fantasy world of Tékumel.

Barker created Tékumel in the decades from 1940 to 1970. Wholly unique, Tékumel was a science fantasy setting inspired by Indian, Middle Eastern, Egyptian and Meso-American mythology, a world colonized by humans and alien species some 60,000 years in the future. Perhaps most intriguing, Tékumel was largely free of Tolkien’s influence as it was well established long before the publication of The Lords of the Rings — the only major RPG setting of the 20th Century that could make that claim.

In the early 1970s Barker met one of the original Dungeons & Dragons playtesters, Mike Mornard, and was introduced to the game. It didn’t take long to realize the potential of the D&D ruleset, and he quickly adapted it for his own use and self-published Empire of the Petal Throne in 1974. One of his occasional players was D&D co-creator Dave Arneson, who called Barker his favorite Game Master — and EPT his favorite RPG.

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Return of the Barbarian Prince

Return of the Barbarian Prince

barbarian-prince-256If you’ve spent much time on the Black Gate website you’ve probably seen Barbarian Prince get mentioned at least once.

A solo board game from the 80s designed by Arnold Hendrick, Barbarian Prince is a little like one of those old “choose your own” adventure books, except that the order of events is far more random, for they’re generated by rolling on a number of tables depending upon your location on the map and are partly affected by choices you have made and gear and allies you may have accumulated in your travels.

It never plays the same way twice, and a lot of us find it glorious fun — although it is difficult to win. John O’Neill is a huge fan of the game, and he got me interested some years back when he gave me an extra copy he had lying around.

When I heard rumors of an unofficial redesign over at BoardGameGeek, I dropped by to take a look and was incredibly impressed. Someone — Todd Sanders, as it turns out — had gotten permission to create a new game board, pieces, and redesign the layout of the rule and event books.

The result was brilliant, beautiful, and a completely professional product.

It’s available, free, for anyone who wants to download the files and create their own version of the game (the original version of Barbarian Prince is also available for free download, courtesy of Reaper Miniatures and Dwarfstar Games).

I contacted Todd to learn more about his redesign and what had inspired it, and discovered he was responsible for a number of stunning games of his own creation.

We talked last week about game design, Print and Play games, and, naturally, Barbarian Prince. Larger versions of the lovely game boards can be seen by clicking on their pictures.

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