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The Dying Earth RPG Available Again

The Dying Earth RPG Available Again

the-dying-earthPelgrane Press has announced that one of my favorite role playing games, The Dying Earth, is available again after several years in limbo.

The Dying Earth is, of course, based on the famed fantasy books by Jack Vance, including The Dying Earth, The Eyes of the Overworld, Cugel’s Saga, and Rhialto the Marvellous. The RPG was written by Robin Laws, John Snead, and Peter Freeman, and originally published by Pelgrane Press  in 2001.

I’ve never actually played The Dying Earth role playing game.  It appeared after I moved from Ottawa to Chicago and left my gaming group behind, and before my three children stopped throwing the dice at each other and got old enough to game with. So why is one of my favorites?

Because there’s plenty to enjoy about The Dying Earth RPG, even if you never use the rules to guide your dice arm. The support materials were superb, especially the accompanying magazine, The Excellent Prismatic Spray — whose contributors numbered Gary Gygax, Robin D Laws, Jonathan Tweet, Monte Cook, Keith Baker, and many others — and which published seven fat issues before following the game into limbo.

beyond-the-mountains2Much of the content of the magazine and the additional support material were written in studied imitation of Vance’s witty and erudite style, and made terrific reading.

Who knows why the game was out of print for so long?  A licensing issue, most likely.  But it’s finally back, and Pelgrane has wasted no time gearing up the presses again, releasing the first new supplement in several years: Beyond The Mountains of Magnatz by Ian Thomson, a picaresque series of adventures for Cugel-level characters:

You may have thought your adventurous rogues trapped in the barren north until the sun went dark. But no, the former Lords of Cil are on the move again. The adventurers must evade becoming victim to the ancient menace of Magnatz in the sinister town of Vull, progress through greater and lesser challenges, both natural & magical, as they struggle across the savage mountains, explore strange hospitality in the valley of the mighty Pharesm, and survive lands populated by an army of basilisks, before winning free to the civilized lands of the east.

Our recent coverage of Pelgrane Press includes:

When the End of the World is a Mercy Killing: Cthulhu Apocalypse for Trail of Cthulhu
Mythos Expeditions for Trail of Cthulhu
Experience the Epic Madness of Eternal Lies for Trail of Cthulhu
June Page XX Available — get the latest Pelgrane Press News
Accretion Disk for Ashen Stars
The Justice Trade for Ashen Stars
Some Mysteries You Don’t Want to Solve: Exploring Dead Rock Seven for Ashen Stars
Out of Space for Trail of Cthulhu
Ashen Stars by Robin D. Laws
The Dying Earth Role Playing Game

The Dying Earth RPG is a 192-page hardcover priced at $29.95.  Beyond The Mountains of Magnatz is a 96 page PDF, and sells for $9.95.  Both are available at the Pelgrane Press website.

See all of our recent Games coverage here.

Pathfinder Tales: “The Walkers from the Crypt” by Howard Andrew Jones

Pathfinder Tales: “The Walkers from the Crypt” by Howard Andrew Jones

pathfindertales_360Howard Andrew Jones’ four-part story “The Walkers from the Crypt” has now been posted in its entirety at The Pathfinder Tales site at Paizo.com:

Elyana had no time to waste educating the young bard. There were but a few minutes left before the hounds would reach them.

She’d caught sight of the animals almost a half hour ago as she and her four companions fled across the grasslands of southern Galt. The seemingly inexhaustible hounds had slowly gained on their horses, and the party had finally picked out a rise from which to make a stand.

Vallyn gazed apprehensively out at the wedge-shaped formation of hounds sprinting forward through the high grass. “How can they keep running like that?”

“They’re dead,” Arcil said in his low, smooth voice. “They need neither breath nor rest.”

Pathfinder Tales are complete short stories set in the detailed world of Golarion, home to the Pathfinder role playing game. Novels released under the Pathfinder Tales brand include Prince of Wolves by Dave Gross, Winter Witch by Elaine Cunningham, and Plague of Shadows by our own Howard Andrew Jones. Pazio has also begun presenting complete tales set in the same setting on their website — including pieces from Monte Cook, Ed Greenwood, Dave Gross, Richard Lee Byers, and others.

“The Walkers from the Crypt” features the continuing adventures of Elyana, Vallyn, Stelan, and other characters from Howard’s new novel Plague of Shadows, in a complete standalone adventure. Read more about Plague of Shadows here.

You can read Part One of “The Walkers from the Crypt” here, and all four parts are now available at Paizo.com.

Art of the Genre: Legend of the Five Rings

Art of the Genre: Legend of the Five Rings

I loved L5R and Chris Dornaus so much, I commissioned her to do line art for two of my characters in 1st Edition glory.
I loved L5R and Chris Dornaus so much, I commissioned her to do line art for two of my characters in 1st Edition glory.
Sometimes art pulls you into a game, sometimes its marketing, sometimes it takes place in a genre or storyline you like, but most times I find people get into games because of a friend. In 1998 my friend Mark bought three copies of the Legend of the Five Rings RPG, trucked them eight-hundred miles to my house in Maryland, and forced me to play it. I’ve never been so happy about being bullied into a game in my life.

L5R was epic, a Matt Wilson cover making me sit up and take notice, and the mechanics of game play a fresh change from the D20 of D&D and the D6 of Shadowrun as L5R introduced ‘exploding D10s’. The setting, an amalgam of Asian culture called Rokugan, overwhelmed, and although my mindset is distinctly and irrevocably western, I still fell into this game head first.

I credit this addiction to two things, the absolutely incredible writing of John Wick, and the stellar black and white artwork of Cris Dornaus.

Let me first start off with John Wick. I know absolutely nothing about John personally, but my experience reading his RPG work leaves only one singular fact, he can write! If you’ve ever sat down to read an RPG, you typically get a good feel for the game, perhaps have a laugh, and come away educated on the subject. When you read L5R 1st Edition, you come away entrenched in a world so deep that you’d swear it had been around for decades.

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Art of the Genre: Against the Giants

Art of the Genre: Against the Giants

Ryan Harvey is at it again in the Black Gate L.A. offices, his collection of vintage zoot suits making the reception area look like a rainbow of color from the 30s. Having no desire to see him try on another while our two receptionists cheer him on, I decided to take my recently received VIP passes to the premiere of Sucker Punch at Mann’s Chinese Theatre [BG membership has its privileges] and exited to the observation deck.

Jeff Dee introduces us to Ice Toads
Jeff Dee introduces us to Ice Toads

L.A. is a funny place, bright, beautiful, and hiding a pasty underbelly that’s only seen if you know where to look. It’s nothing like Indiana, my place of birth, where poverty isn’t hidden behind a veil of Botox and palm trees.

I’d just returned from the Hoosier state, my little town surrounded by corn fields and meth labs, but no matter what, it’s there I can truly feel comfortable. Seated in the house where I was raised on the banks of the Tippecanoe, I found myself surrounded by friends I’ve had for thirty-five years, and the reason we’re still friends is and will always be role-playing.

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Jim Roslof: 1946-2011

Jim Roslof: 1946-2011

Jim Roslof, the best boss in Middle Earth
Jim Roslof, the best boss in Middle Earth

The news of Jim Roslof’s battle with cancer took a negative turn this week. I was informed by Jeff Easley that time was limited, and I was crushed to hear that Jim passed away in his bed at home on Saturday morning, March 19, 2011.

As many of you who read my art blog know, Jim is one of the finest individuals I’ve ever had the honor of working with. Jim was bright, humorous, and a joy to correspond with. His beautiful contribution to the Art Evolution Project was done with a love of the industry that shown in his brush strokes, and sadly that image was the last he ever produced.

For all of you who’ve known Jim or appreciated his work, especially the art direction that brought us his TSR hires like Larry Elmore, Jeff Easley, Keith Parkinson, and Jim Holloway, I hope you’ll find the time to send a card. Trust me when I say this, that when they made Jim, they broke the mold, but the world was much better for having him in it.

To me, Jim represented the very best of what gaming and the art that defined it should be. He never took himself too seriously, never fell in line with a corporate view, and had an eye for talent that very few in the industry ever will. I salute you, Jim, and thank you for being a friend when I needed it most, your insider information about the dawn of RPGs always bringing a smile to my face.

Cards can be sent to: Jim & Laura Roslof W5409 Kenosha Dr, Elkhorn, WI 53147

Art of the Genre: The Cat Lord

Art of the Genre: The Cat Lord

Harry Quinn shows us the serious Cat Lord
Harry Quinn shows us the serious Cat Lord
What is the Cat Lord? Well, to me it’s something my friend Mark told me about when he was reading Gord of Greyhawk back in high school, a magical character with awesome power. Having owned three cats in my lifetime, I’d say he has to be an interesting fellow, a rather profound god of feline things. This of course isn’t to be confused with Bast, the Egyptian goddess of cats, but something more D&D based.

I’d picked up D&D 1st Edition’s Monster Manual II at some point, and certainly the Cat Lord appeared in there, two great pictures of him done by Larry Elmore and Harry Quinn helping to flesh out this mysterious demi-god.

He seems an interesting enough fellow, all cats digging him, and if you ever play a campaign based on the planes, particularly Planescape, I’d suggest throwing him in. I mean, why not, he’s the perfect neutral foil to either a good or evil party who could lead the characters on a wild quest of whimsy. It doesn’t even have to be based in his home plane of The Beastlands, just throw him in anywhere, having him show up in a tavern with a girl on each arm, or maybe on a fence playing with a mouse.

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Art of the Genre: The Humor of Will McLean

Art of the Genre: The Humor of Will McLean

I’ve managed to do a couple of posts in a row on serious topics, and although there is certainly a place for serious things in fantasy [ask Joe Abecrombie as he is the current villain of all things serious in fantasy] I like the fact that fantasy can, and should be, funny.

false-move-254Now I’m not talking Terry Pratchett funny, who I don’t really find to be that funny, and I’m also not talking Robert Asprin funny, but more along the lines of visually funny. To me, the art of gaming and fantasy began in a time when people like Gary Gygax were struggling to define what it meant to be a fantasy role-player and just was that should ‘look like’.

By the late 1970s RPG art was pretty comic book inspired, and although it went to realism with Elmore, Easley, and Parkinson, that didn’t mean that the people actually playing the games were losing hours of sleep wondering how the socio-economic events of returning to their player-character villages with massive amounts of gold would actually negatively impact the lives of the citizenry from an inflationary standpoint.

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Dark Humor and False Floors: A Review of Runebound

Dark Humor and False Floors: A Review of Runebound

Runebound-smallA couple of years ago I was really jonesing for some good old-fashioned tabletop fantasy role playing, but I was without a group and didn’t have the time to run a solo game for my wife. Then, like a beam from heaven, we received Runebound 2nd Edition for Christmas 2009. For the next few months, pretty much any time we had a couple hours of free time, my wife would ask, “Runebound?”

Oh, yeah.

Runebound is a board game of fantasy adventure. Each player takes on the role of one from a dozen (mostly unsavory) heroes, travels the map, faces challenges of ever-increasing difficulty, gains skill and treasure, and visits cities to heal, buy items and hire allies. The goal is to be the hero who defeats the great dragon Lord Margath before he can once again rise to power. (And if he can’t be found, snuffing three other dragons will do.)

The game board is a map that would catch Bilbo’s interest, with regional names (Howling Giant Hills, Moonglow Marsh) scattered liberally about that have zero effect on game play. Each hex has one of five terrain types. To move you roll five (when healthy) movement dice. A movement die is six-sided, with each face containing two or three terrain symbols. Spending a die with the appropriate terrain symbol showing allows you to move into a hex of that type. The odds of rolling each type vary, and on many turns a player is left weighing where she eventually wants to go against where she can get right now.

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Robert Rowe Reviews the Judge Dredd RPG

Robert Rowe Reviews the Judge Dredd RPG

Mock.indd

In this gaming review from Black Gate 14, Robert Rowe explores the world of Mega-city, the home of “the law,” Judge Dredd. I admit that I personally have never read the comic and am one of those sorry souls who only know of Judge Dredd through the Stallone film, but this review makes me want to explore the world in a bit more depth.


Judge Dredd

Lawrence Whitaker
Mongoose Publishing (268 pages, $49.95, 2009)
Reviewed by Robert Rowe

Judge Dredd is an iconic comic book character – a marvelous piece of fascist certainty in the absurdly dystopic future of Mega-City One. This new book from Mongoose Publishing is the third attempt to recreate Dredd’s world for role-players. The first was a stand-alone game, the second an RPG based on the d20 system, and this installment is a meaty tome based on the Traveller rules. Take note: you will need the Traveller Core Rulebook to play this version of Judge Dredd. As such, this game will benefit and/or suffer from the strengths and shortcomings of Traveller according to your own personal feelings about that system.

Onto the book itself. The production values are outstanding, treating the reader to full-color artwork from the inside cover’s world map of 2131 to the panorama of Mega-city one sprawled across the last page and back cover. The layout is clear and clean and after a very brief introduction jumps right into Judge creation.

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Howard Andrew Jones reviews Far Avalon RPG

Howard Andrew Jones reviews Far Avalon RPG

csrt0043-far_avalon-1In honor of the coming conclusion of Howard Andrew Jones month (no relation) here at Black Gate, we present another fine game review from his vast oeuvre of gaming reviews in Black Gate 14.  This review is an interesting contrast to his earlier review of the space adventure game Traveller.

Far Avalon

Martin Dougherty
Avenger/Comstar Games (313 pp, $17.99 PDF, 2009)
Reviewed by Howard Andrew Jones

Martin Dougherty’s one of the best writers that Traveller’s ever had. He’s been responsible for a number of outstanding supplements, from introductory adventures like the deceptively dully titled Type-S to Mongoose’s new Spinward Marches – a book wherein Dougherty had to bring 16 subsectors of Traveller space to life – to the truly phenomenal, and sadly out-of-print-too-soon Gateway to Destiny supplement from QLI. Martin has a knack for bringing his places to life with interesting challenges and adventure hooks, even canon Traveller worlds that long seemed dull in the hands of other writers. I think highly enough of his work that I go out of my way to read new supplements with his name on it.

Far Avalon is a game setting with sectors and spaceships, but it’s not Traveller.

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