Astra Titanus wasn’t the only great looking game in the Victory Points Games stable, but it’s taken me a while to clear my schedule so that I could try out some more of their products.
Today I’m going to introduce you to two more, one which puts you in command of what is arguably the most famous submarine in history, Captain Nemo’s Nautilus, and the other which pits you against a horde of fantastic creatures assaulting your castle.
Be warned! You may not return alive!
Well, okay, YOU will, but you might lose the game.
MERP made a map that started it all for me, and Tolkien only explored about a quarter of it!
Way back in the day, I remember collecting I.C.E.’s Middle-Earth Role-Playing Game. If anyone ever bought those initial MERP supplements, they know that I.C.E. put a photo collection of what products were available on the back [much like TSR listed their products series on the backs of their early modules]. I was young, probably thirteen of fourteen at the time, and didn’t have much money, but I went out and collected everything represented on the back except three things, two of which were the campaign modules, Umbar Haven of the Corsairs and The Court of Ardor in Southern Middle Earth. Both were VERY early in the production line, probably out of print before I even started collecting, and the final piece was the MERP map set. Years later, I managed to purchase both Umbar and Ardor [actually my wife bought me Ardor after my first professional sale], but even though I’ve studied the image on that back cover a hundred times, and longed for the map beneath, I’ve never laid hands on a copy. The concept of that map laid the groundwork for my love of cartography and maps in general.
I’ve had the privilege of reviewing several excellent supplements from Goodman Games over the years, but this particular one somehow slipped by me. Fortunately, Vincent N. Darlage provided a wonderful review of it in Black Gate #14, making the case that this supplement is superior to the official D&D 4th edition Monster Manual:
Aeryn Rudel
Goodman Games (144 pages, hardcover, $24.99)
Reviewed by Vincent N. Darlage
Laid out in easy to read black and white, this book was reminiscent of old school 1st edition AD&D. The artwork was evocative and not overblown like so much modern role-playing art. Dungeon Denizens is well- organized and easier to use than the 4th edition core monster book. The fonts are easier to read, the artwork more interesting, and the monsters are easier to find and understand. In the front, a list of different ways to look up the monsters is offered, giving lists of monsters by origin, type, and by keyword.
The book’s full of good stuff. The monsters are interesting and come with more background and information than the core monster book offers. One of my biggest complaints about the core book is the lack of information – this book has information in spades and is a real top notch effort. I could see these monsters in games I might run.
Aside from not knowing (or really caring) who or what Blackdirge is, I found this a superior monster volume. If I were to stick with 4th Edition, I would probably use this book more often than the core book. It has my unqualified recommendation.
When it comes to RPG art, there’re certainly a good number of pieces that will stick out in player’s minds for any number of reasons. Some of us remember images we based characters off of, some fell in love with representations of beautiful women, and others used specific books so much that the cover images turned into old friends.
The beginning of everything great in a gamer's life
Still, I believe that there is one particular set of RPG images that wedge themselves heavily in the mind of ALL gamers, and those are found on the reverse side of DM Screens. I don’t care what generation or edition of the game you’ve played, as a player you’ve spent countless hours staring at the art on those screens.
Truly, even if you’re not an ‘art guy,’ you’ve managed to study details in the images on those screens you’d never have noticed otherwise. The characters depicted are memories burned into your subconscious like a kind of Pavlovian conditioning, even a glance at those images giving rise to the urge to game no matter how many years you’ve been away from the table.
I started playing D&D Basic, which of course had no screens, but when I met my oldest gaming friend, Mark, I was introduced to a DM’s screen for the first time and the rest is history.
If you’re in the mood for some good horror encounters with the dark forces of the Great Old Ones, then the new Age of Cthulhu line from Goodman Games may be of interest. Vincent Darlage reviewed the first installment in this set of game modules. (Links to other Cthulhu resources at the bottom of this post.)
by Harley Stroh
Goodman Games (48 pp. Softcover, $12.99)
Reviewed by Vincent N. Darlage
This time, intrepid investigators are on the hunt for things man was not meant to know in Egypt, rather than Arkham or Dunwich – a nice change, so far as I’m concerned. A Lovecraftian horror is locked beneath Luxor in Egypt, and is unleashed, bringing with it a new era of darkness that will blast all of mankind, unless the intrepid player characters can stop it. The adventure is heavily focused on investigation, not on combat, which was nice to see.
The finding of the clues and the free-form nature worked well for me; Luxor doesn’t seem to railroad the players much, if at all. I especially liked the investigation summary on page four. The summary goes through each scene and lays out in a few sentences what is revealed and where it leads. For a free-form adventure, this is essential as it details which scenes have which clues. More adventures need to do things like this. …
Two months ago I had the pleasure of writing up a small nostalgia piece on the Art of Will McLean, and after it hit the press John O’Neill gets me on my cell and tells me ‘It’s not enough!’. Ryan Harvey and I got a kick out of that, to be sure, both of us taking in some sun on the Black Gate L.A. corporate terrace. Such rants by John always elicit great mirth when we are both well aware of his location some 2118 miles away, meaning he has little power over us.
Still, I was both moved and intrigued when a message from Mr. McLean showed up on my blog a few days later. This pushed me to consider that my article was indeed, as John insisted ‘not enough!’. Weeks passed, and John kept at me until he finally forced my hand with a full travel itinerary showing up at the office by Wells Fargo courier and the next thing I knew I was once again on a Zeppelin with an interview in mind.
The destination… Malvern Pennsylvania, a fine and upstanding Victorian era borough of less than four thousand people that resides some twenty-five miles west of Philadelphia, and home to Will McLean. Having spent twelve years in Maryland, this was fairly familiar country to me, and I eased into a transition from the heat of L.A. to the seemingly never ending winter of the northeast.
Conan is one of the most influential characters in all of fantasy. His influences has always been felt in the background, but he’s getting a lot more press lately due to an upcoming film adaptation (complete with new trailer). This supplement, reviewed by Jeff Mejia, focuses not on the man so much as the setting … or rather, a type of setting which is woven into many of the greatest Sword and Sorcery tales (and games).
Vincent N. Darlage
Mongoose publishing (156 pages, $29.95, June 2006)
Reviewed by Jeff Mejia
Like many of you, I’m one of those who actually read The Lord of the Rings decades before the movie came out. I would get the books out every couple of years and reread them, and as I did so I would wonder what this locale would look like or how to create that character using my favorite gaming system. When Peter Jackson’s epic movie trilogy came out I was an instant fan; sure they left out a couple of favorite characters and missed a few beats here and there, but for all of that I finally had a glimpse of Middle Earth beyond the Brothers Hildebrandt calendars. For me Jackson’s The Lord of The Rings was a feast for the eyes. And such is the case with Ruins of Hyboria.
From Conan to Thundarr, Ruins have been a staple of Sword and Sorcery fiction. In Ruins of Hyboria by Vincent Darlage, we are not only provided with a system to help create and flesh out ruins of our own creation, we are also treated to full descriptions of some of the more famous ruins in the Conan saga.
My stolen hero, Sir Alec Fleetwood, by Jeff Easley circa 1983Do you ever wonder why we fight? What is it in our DNA that makes us want to pound something if the mood strikes? I suppose I’d say it’s simple human nature, because what other reason makes sense? I mean, I always hated the saying ‘boys will be boys’ and yet when my son was two I took him to a park to play and got an odd wake-up call. You see, my wife and I took every pain and precaution to be sure that he never, ever, saw or was around a gun, and yet he walked right up to two abandoned squirt guns, lifted them up like he was in a John Woo movie and started pretending to shoot stuff. Seriously, I was looking around for the release of doves and a slow motion jump from the slide to the sand-pit.
I guess at our very core there’s a fighter in all of us. It’s probably the reason why Jon Schindehette over at ArtOrder was so surprised with the response to his art request for an ultimate fighter art composition. People just plain like human fighters, and the numbers involved in the impetus of the competition hold to that fact.
Certainly, the groundwork for many a gamer starts with the fighter. He’s essentially the ‘easy one’, the character class you give the new player because all you have to do is swing a weapon and hope the dice are lucky. There are no magic spells to learn, no prayer lists, holy symbols, or thieves tools. It’s just put on some armor, grab a sword, and go, and you know, I really love that!
So, when I started my rather epic quest in the realms of RPGs, just like discussed in my discourse on Basic D&D’s Red Box, I of course played a fighter. As a matter of fact, I was so obviously unoriginal, I stole Frank Mentzer’s Sir Fleetwood name example right along wth Jeff Easley’s image for the fighter I wanted to play and went from there.
Sutherland keeps it 'real'
Orcus, Prince of the Undead. He’s an ancient legend, more so than any D&D text, but for the purpose of this article I’m going address the Gygaxian version and not the Etruscan.
Why Orcus? Well, because I’m upset with Orcus, that’s why. I feel like the big fella let me down. Once, back in the long, long, ago, I got the original AD&D Monster Manual, and in those pages I found the section on Demons and was captivated by it.
Here stood the tentacle-armed Demogorgon, and slime-spurting Juiblex, and the flail-wielding Yeenoghu, Demon Lord of Gnolls, but of all of them, Orcus jumped out into my imagination because he was so drastically different.
Orcus was this fat demon with a wand [I mean really, what self-respecting demon lord carries a wand?] He had the cloven hooves and legs of a goat, a beer belly, and the head of a ram. He wasn’t cool, or epic, and certainly wasn’t someone who would fill you with fear, but the reality in his visage gave me pause. Simple but effective, I promise
Paizo publishing’s Pathfinder RPG is both familiar and innovative, as it brings the best of Dungeons & Dragons 3.5 into a fresh new approach. In this review, I explore the core rulebook and a couple of their supplements, explaining why you should look into the game system if you haven’t already.
Edited by Sean K. Reynolds
Paizo Publishing (92 pages, $19.99, Aug. 2009)
Reviewed by Andrew Zimmerman Jones
Your first look at the massive tome that is the Pathfinder Roleplaying Game: Core Rulebook can be a bit intimidating. I first ran across it piled high on a mountainous table at GenCon’s Paizo Publishing booth in summer 2009 and, I admit, I wasn’t even sure what it was. Yet another fantasy roleplaying game? Elves, dwarves, and halflings? It sure didn’t seem worth much attention, and I didn’t really get what all the hype was about.
Then I realized what it was… this was my old mistress, Dungeons & Dragons v3.5, all dressed up in a new outfit and ready to go out on the town again.