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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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Gary Con IV Report

Gary Con IV Report

gary-con2Yesterday I drove up to Lake Geneva, the birthplace of Dungeons and Dragons, for Gary Con IV, the annual gathering in honor of Gary Gygax, the father of role-playing games.

I really enjoy Gary Con. In both locale and tone it’s very much what I imagine the earliest GenCon gaming conventions — which took place in Lake Geneva over thirty years ago — were like.

Just like the early GenCons it’s small and very friendly, with a focus on vintage gaming and first edition D&D/AD&D, with many early TSR employees and industry giants from that era in attendance.

Just a few of the distinguished guests this year included Basic D&D boxed set author Frank  Mentzer; Knights of the Dinner Table creator Jolly Blackburn; author and Dragonlance co-creator Margaret Weis; long-time TSR employee Mike Carr, author of In Search of the Unknown and many others; Troll Lord Games CEO Stephen Chenault; classic AD&D artists Jeff Easley and Jeff Dee; founding Dragon editor Tim Kask; KenzerCo chief David Kenzer; Metamorphosis Alpha creator Jame M. Ward;  Snit’s Revenge creator Tom Wham; Dungeons & Dragons 3.0 co-creator Skip Williams, and many others.

One of the marvelous things about small conventions, of course, is that it’s possible to talk to the guests — unlike big cons where they are usually mobbed.

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Lords of Waterdeep: D&D’s Newest Board Game Is a Hit

Lords of Waterdeep: D&D’s Newest Board Game Is a Hit

lordswaterdeepLords of Waterdeep (Amazon)
Wizards of the Coast ($49.99, March 2012)
2-5 players
Ages 12+
Approximate Play Time: 1 hour

Note: As I write this, Saturday March 17, there’s a 37% discount on the game’s pre-order over at Amazon.

Let’s get this out of the way: Of all of the fantasy board games I’ve ever forced my wife to play for review purposes (or any other purpose for that matter), this is by far her favorite. In her words, “I felt completely engaged throughout the whole game. Usually there’s some strategy here and there, but I had to plan out each and every move in this game.”

So, it’s a keeper!

With that spoiler out of the way, on to the review…

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A Time Capsule from 1983

A Time Capsule from 1983

space-gamer-66Last month I wrote a lengthy blog post about Sword & Sorcery, a lavish fantasy board game published by SPI over three decades ago. In the comments section the topic soon turned, as it often does with us old-time gamers, to TSR’s purchase of the bankrupt remnants of SPI in 1983. Christian Lindke, a long-time reader, had some particularly astute observations:

While it is easy to blame TSR for what they did to SPI — and they deserve a lot of blame — one should keep two things in mind. First, when they purchased SPI it was in dire financial straights and would likely not have survived. Second, they had hoped to keep SPI’s staff, but those staff members refused to work for TSR — for varied reasons — and left to form the Victory Games studio over at Avalon Hill… A massive resurgence of publishing of SPI games happened under Lorraine Williams. We would never have seen the SPI monster TSR World War II game, or Wellington’s Victory, Sniper (including BugHunters), let alone the 3rd edition of DragonQuest

There is an excellent issue of Fire and Movement, printed by Steve Jackson Games, that goes over the purchase of SPI.

I asked Christian if he could track the issue down, and he did more than that. He wrote an extensive and excellent blog post on the topic, and in a good bit of investigative reporting he tracks down a series of articles in Steve Jackson’s Space Gamer magazine that reveal more extensive details.

But it was this bombshell at the bottom of Christian’s article that I personally found much more startling.

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Spring in Illinois brings… Auction Fever

Spring in Illinois brings… Auction Fever

Some of the science fiction and fantasy games up for bid at the Spring Games Plus auction (click for humungous version)
Some of the science fiction and fantasy games up for bid at the Spring Games Plus auction (click for supersize version).

Games Plus in Mount Prospect, IL, is the finest games store in the Chicago area. Every spring and fall they hold a fabulous games auction.

Now, I don’t use that word lightly. I’ve been to some terrific games auctions in my time, starting with CanGames in Ottawa in the early 80s, then the friendly auctions at WinterWar in Champaign, IL where I was a grad student in the 90s.

And of course, for sheer quantity of items on offer, nothing beats the legendary GenCon auction, held over multiple days in Indianapolis every August.

But if you really, really want that rare gaming item, bidding against hundreds of hard core gaming fans from across the country at GenCon is a sure way to pay top dollar for it.

For real bargains, you need a small local auction. And I’ve never found one friendlier or more rewarding than the twice-a-year event at Games Plus, which is attended by perhaps a hundred gamers and collectors from the Chicago area.

It’s spread across four days and includes thousands of games of virtually every vintage and description, sorted into four categories. Occasionally I drop by Friday night for the Historical Games, especially when I’m on the hunt for hard-to-find Avalon Hill or SPI titles. But usually I save up for the main event: the Saturday Fantasy and Science Fiction auction, which starts at 10:00 a.m. and runs until early evening.

Knowing my lack of control in the past, my wife Alice gave me a strict budget this year. I was not to return home with more than $200 of auction loot. So you can imagine my measured apprehension when my winnings were totaled and the auctioneer handed me a bill for $1,667.75.

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New Treasures: At Empire’s End

New Treasures: At Empire’s End

at-empires-end4Back in January Dark City Games announced the release of their latest solitaire fantasy adventure, Emerald Twilight, by Bret Winters. I seized the opportunity to order the handful of Dark City titles I didn’t have, including Oasis and At Empire’s End, both by George Dew.

They’ve all proved worth the money, but the one that has captured my imagination immediately is the science fiction adventure At Empire’s End. Here’s the blurb:

Growing up on the periphery is not easy. It’s a tough life, and to survive, you have to know how to deal with ruffians, swindlers and thieves. For excitement, and to pay the rent, you make your living as a bounty-hunter. The risks are great, but the payoff can be tremendous.

Your quarry this time is a dangerous pirate, armed and ruthless. Initially, his ventures were an irritation to the locals. But as his greed and daring grew, he garnered the watchful eye of the meagerly-equipped local authorities. Your mission, should you choose to accept, is to capture “The Duke” and bring him to justice. But you must hurry. The provisional government is weak, and with each of “The Duke’s” raids, society falls further into chaos.

You must find “The Duke” and neutralize him before it is too late.

At Empire’s End includes complete self-contained rules for solitaire play (the “Legends of Time and Space” rules), counters, a beautiful color map, and 302 programmed paragraphs. It is also fully suitable for one to four players, and can be run with a game master.

To promote the game Dark City Games created S.O.S, a short solitaire SF role-playing game, which we reprinted in its entirety here on the Black Gate blog in 2010. Check it out.

You can learn more about some of their earlier games on our summary page, and on this page of collected reviews. Or you can order At Empire’s End for $12.95 directly from Dark City.