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Game Review: The Paizo ‘Ultimates’ both Combat and Magic

Game Review: The Paizo ‘Ultimates’ both Combat and Magic

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Ultimate… by Websters the definition [d] reads: the best or most extreme of its kind. Thus, Paizo entails that two of its creations for 2011 are the very pinnacle of gaming mechanics gold.

After spending two years in the Pathfinder universe and plumbing the depths of the system with the Pathfinder Core Rulebook and then the Advanced Player’s Guide, I wasn’t convinced that there was an obvious need for any further bulk supplementation of the system.

You see, this is the crux of ‘old gamers’, a belief that what they’ve pre-built into their own world is ‘enough’ and they can just coast on their own imagination thereafter. Now I’d never say this is a false statement, but with many Grognards, they fail to take into account that the more information you have, the better your personal worlds and systems will be.

Do you need to implement every detail of every supplement ever written? Absolutely not, but the opportunities involved in finding different wrinkles, classes, items, etc can only help to make a world richer for both players and game-masters alike.

This brings me to Paizo’s two Ultimates, those being Magic and Combat. Now make no mistake, when Paizo chose the word Ultimate they weren’t kidding around. These books are chocked full of the kind of stuff that truly needs unearthing.

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Art of the Genre: I.C.E.’s Middle-Earth Roleplaying Part One, Gail B McIntosh

Art of the Genre: I.C.E.’s Middle-Earth Roleplaying Part One, Gail B McIntosh

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Yes indeed, I bring you another tale of art before you attempt to burst the buttons off your jeans with a hearty Thanksgiving feast. All winter holidays are something strange here in L.A., and it’s hard to think about turkey, snow, and roasting anything when the sun is bright and ocean breeze carries the promise of white-tipped surf and meditative tranquility.

Art, however, never takes a holiday [nor do we here at Black Gate L.A. since John O’Neill thinks days off are a grand waste of time]. That being said, I began a project some time ago that is very dear to my heart, so much so that Ryan Harvey doesn’t even argue with me about it which is saying something.

Below, I’ll lay the groundwork for my argument in case you who read this would like to contradict me, but I warn you, my passion is unmatched, and without vacations I’ll simply outlast you. Today, then, begins Part One of a small series dedicated to this topic, and I hope you’ll take the time to read them and educate yourself.

Part One:

I would argue that the prettiest role-playing game ever produced was Iron Crown Enterprises the Middle-Earth Role-Playing. Certainly the game’s popularity in the RPG boom decade of the 1980s was only rivaled by the gorilla in the room of TSR’s AD&D, statistics from the time indicating MERP was second in sales totals for the decade behind the RPG giant.

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Steampunk Spotlight: Kings of Air and Steam

Steampunk Spotlight: Kings of Air and Steam

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I was never a huge fan of history class. It wasn’t until after college that I really began to enjoy history, and then it was mostly in the form of alternate history novels. This reading motivated me to begin reading more widely in real-world history, too, though I still like the alternative stuff a little better. In 2005, I pulled some of this reading together into an essay for The Internet Review of Science Fiction on “fantastic adventure history“, stories blend alternate history with fantasy.

Definitely the most potent type of alternate history in publishing these days – with or without fantasy elements included – is the sub-genre known as steampunk. This alternate history is set in an Industrial Revolution or Victorian-era setting, but the steampowered technology is ramped up a bit beyond what was realistic for the time. The look and feel of steampunk is so enticing that even Disney has gotten into it, releasing a limited edition pin set, The Mechanical Kingdom, that features the classic Disney characters in steampunk variants.

Steampunk got its start as hard science fiction, as described at the recent “Founders of Steampunk” panel from the World Fantasy Convention, but it’s definitely moved beyond that. In fact, my first writing for this magazine, back in Black Gate 10, was a review of the fantasy steam-fueled roleplaying game, Iron Kingdoms, in which powerful wizards are able to control hulking mechanized constructs called warjacks. (Interested? Check out this interview with Iron Kingdoms artist Matthew D. Wilson.)

Without really seeking them out, these steampunk games seem to keep coming across my path … probably because there are just so darn many of them. In Black Gate 15, I reviewed the Victoriana roleplaying game (available on PDF at DriveThruRPG), which also has strong fantasy steampunk themes. In that same issue, I reviewed the steampunk zombie novel Boneshaker (Amazon, B&N). Today, steampunk seems to permeate through all sub-categories of genre fiction.

It also seems to permeate my house. I’ve got several steampunk novels, collections, games, and other oddities that I have had every intention of getting around to reading and reviewing. So, in an attempt to clear through this pile of steampunk populating my bookshelves, I’ve decided to begin a series of posts on recent steampunk goodies, starting with an upcoming steampunk board game: Kings of Air and Steam.

New Treasures: The Legend of Drizzt

New Treasures: The Legend of Drizzt

legendofdrizztI love board games. But after collectible card games and computer games pretty much swept the market clean of them in the mid-90s, it seemed the era of the board game was over.  I put away my copies of Dragon Pass and Divine Right, and pretty much accepted the fact that I’d be explaining the quaint concept of “board games” to my grandkids. Assuming I could get them to put down their Xbox controllers long enough.

Then an interesting thing happened in the middle of the last decade: The board game experienced something that almost looked like a resurgence. Enticed by Settlers of Catan and a series of popular titles from Fantasy Flight, gamers began to cautiously put down their controllers and cluster curiously around kitchen tables again.

Wizards of the Coast took notice and tossed their hat in the arena with several very well received games, including Ikusa and the epic Conquest of Nerath, both of which Scott Taylor reviewed for us here.

With just a few titles, WotC has become a heavyweight in fantasy board games — and they show no signs of slowing down.

Earlier this month a box landed on my doorstep (with a resounding thud) containing a review copy of their latest entry: The Legend of Drizzt, a massive 7-pound contender that has every appearance of being another winner.

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Art of the Genre: Wizardry, Proving Grounds of the Mad Overlord

Art of the Genre: Wizardry, Proving Grounds of the Mad Overlord

This twisting dragon was a genesis for me in so many ways...
This twisting dragon was a genesis for me in so many ways...

I guess my string of nostalgia continues here at the Black Gate L.A. offices. You see, it was ‘bring you son to work’ day last Friday and I decided even though it might come back to bite me, I’d expose my 5-year old son Ash to Ryan Harvey and Kandi. I figured if worse came to worse, I could just skip out and spend a few hours on the beach with him, but a few stars aligned and that wasn’t the case.

Luckily for me, unlucky for him, Ryan had left the office for the opening of Immortals, and Kandi took a personal day for a casting call in some new Roland Emmerich blockbuster so Ash and I sat in my office and had Starbucks as I tried to explain to him what it was I did exactly. The conversation quickly devolved into a justification for all things fantasy before he lost interest and asked if he could play Angry Birds on my iPhone.

This, for all you scoring at home, was a turning point for me. I had one of those ‘when I was a kid’ epiphanies. I mean really, when I was a kid there were no iPhones, heck we had a corded rotary phone in my house until the phone company demanded my mother remove it a decade ago, and that phone was even on a party line if anyone remembers what that is.

Yeah, I just turned the big 4-0 a couple of months back, and as I sat looking at my little pixie-faced boy with his Bieber hair and Quicksilver surfing attire I tried to remember what I was doing when I was getting ready to turn 6.

Well, I guess I was going to Star Wars, playing with action figures, enjoying platter meals at Burger Chef, and reenacting Smokey and the Bandit with my Hotwheels. In that year, 1977, the Atari 2600 would be released, but I’m sure I didn’t see it until I was 8 or 9, and probably didn’t own one until 1980 or 81. Yep, there were no video games for the first decade of my existence, but we somehow made due with our imagination.

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Erol Otus and Star Control II

Erol Otus and Star Control II

star_control_iiLet’s talk about Star Control II.

Last week Black Gate blogger Scott Taylor did a special Art Evolution post on the august Erol Otus, perhaps the most distinctive of the first edition D&D artists. Otus’ work has graced numerous RPG books and adventure modules, including some of the most famous in the industry, including the seminal Deities and Demigods and the D&D Basic boxed set.

Go ahead, click on the link to Scott’s article and check them out. I’m sure you’ll find at least a few familiar pieces.

One of the more intriguing tidbits Scott shared in the comments section of his excellent article was this one:

Erol has worked for years in the computer games industry, most notably with Star Control II, but it’s cool to see him back at tabletop gaming.

Star Control II is one of the most famous computer role playing games ever created. Published in 1992 by Accolade and later ported to the Sega Genesis and the short-lived 3DO platform, it was named one of the best games of all time by both IGN and GameSpot.

It put you in charge of a sturdy starship and gave you over 500 star systems to explore, and a series of fascinating mysteries involving 16 cleverly-designed alien races to unravel, set in a galaxy filled with surprises and plots within plots.

But I was pretty sure Scott was dead wrong about Erol being involved. I would have remembered that.

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Game Review: Pathfinder Beginner Box

Game Review: Pathfinder Beginner Box

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Back in March I got this hankering for something nostalgic in the RPG universe so I went to my twin bookshelves of games and thought ‘where do you go from here?’

Well, where I went was to the tattered pages of Basic D&D, and as I flipped through the booklets I was transported back to a simpler time, a better time, when the game I loved wasn’t a rules monster with so many supplements I didn’t know which way was up.

As I re-familiarized myself with this venerable system I emailed James Jacobs over at Paizo to tell him of the small joys I was discovering along the way. Low and behold, James fired an email back that indicated Paizo felt the same way and was prepping for a boxed release of their own.

I mean really, when was the last time a gaming box hit the market? I’d say sometime around 1995 as the death-throes of TSR were beginning in Lake Geneva.

In turn, this came as heady and exciting news, but alas I had to wait a full seven months before I got to lay hands on a new piece of legend entering my collection.

So it goes that I finally received my copy of the Pathfinder Beginner Box. Holding it, I noted how thick it was, how heavy, and when I shook it much like a gift at Christmas it sounded of cardboard, bound books, and dice… ah the sound!

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Game Review: Innistrad from Magic the Gathering

Game Review: Innistrad from Magic the Gathering

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Magic The Gathering has recently released another set, this one featuring the dark plane of Innistrad. The end word of title in itself, Strad, should tell you all you need to know to get started here.

The Vampire Strad, as most older gamers will remember, was the famous vampire found in the classic TSR module I6 Ravenloft. That particular gaming supplement was so popular that it spun off its own boxed set and gothic fantasy dimension in the early 90s.

I’ve always been a fan of I6 for a couple of reasons. A: The cover might be the best work Clyde Caldwell ever did for TSR, and that’s saying something. And B: It featured the first TSR 3D map which detailed Strad’s castle.

Now I recently picked up a copy of this module, took it to Milwaukee, and had Caldwell sign it as Wayne Reynold’s birthday gift because the cover inspired Wayne to become an artist. That in itself should be enough to put it into TSR’s artistic top 10, but as the concept of Strad and his new domain began to grow, the creative think tank at TSR began to fail in how to deliver it.

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Dark City Games Oracle’s Breath Now Available for iPhone

Dark City Games Oracle’s Breath Now Available for iPhone

o-breathWe’re big fans of Dark City Games’ terrific line of solitaire fantasy games. We’ve wasted many hours with these little wonders on the Black Gate rooftop headquarters, when we should have been plotting the overthrow of the entire publishing world.

Instead, we searched for the buried archives of long-dead sorcerers on The Island of Lost Spells, stood alongside Roman Legionnaires at the border between Gaul and Germania in Wolves on the Rhine, and plumbed the depths of an ancient ruin for a powerful relic in The Oracle’s Breath. There are publishing barons in Manhattan who owe their Perrier to Dark City Games, and that’s a fact.

Subscribers may even remember that we published a complete solo adventure from Dark City Games in issue 12 of Black Gate: “Orcs of the High Mountains,” by Jerry Meyer, Jr. Don’t tell me we don’t share the love.

Now comes word that Questland Games has made one of Dark City’s best adventures available for the iPhone: Oracle’s Breath.

Yes, now you can journey to a rich world of fantasy while everyone else in the staff meeting thinks you’re checking stock prices.

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Art of the Genre: Dark Tower and Bob Pepper

Art of the Genre: Dark Tower and Bob Pepper

Goth Chick say 'bring it!'
Goth Chick say 'bring it!'

We’re a little less than three weeks from World Fantasy Con in San Diego and John O’Neill is at it again. This time he’s sent Goth Chick in from Chicago to prepare for his California arrival which wouldn’t be a problem except she and my receptionist Kandline don’t get along. Seriously, it’s was like watching Malibu Barbie and one of the Bratz go at it over the actual value of an immunity boost at Jamba Juice.

Meanwhile Ryan Harvey and I are watching the new Avengers trailer and debating which was a better hero, Ryan’s boy Captain America, or my personal favorite Iron Man. Yep, the offices were in an uproar and the only way to settle or satisfy the situation… Dark Tower grudge match!

Yeah, that’s how we roll here at Black Gate L.A.

Before you could say Strawberry’s Wild the game was out and sides declared. Ryan became the dapper-dressed troubadour king of Zenon, Goth Chick created the perfect persona as the necromantic queen of Brynthia, lovely Kandi decided on the enchanted and silver-charmed princess of Arisilon, and I of course took the unlucky and often lost in the wilds Baron of Durnin.

It was an epic contest, the tower spinning out brigands and dragons with equal delight, but in the end Ryan rethought his purpose in life, found religion, and joined the Sanctuary of Brynthia, Kandi finally allowed my baron to get ‘lucky’ in the ruins of Brynthia before we ran off together, and Goth Chick took the tower with the help of her undead hordes. All-in-all it was a solid days work, but as I played I couldn’t help stare at the art involved in the game with whimsical delight.

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