Browsed by
Category: Role Playing Games

Protect the Frontier: Star Frontiers Roleplaying

Protect the Frontier: Star Frontiers Roleplaying

thebox

When I think back all those years ago about visiting a Waldenbooks in the Terre Haute, Indiana mall, I can never firmly, confidently say whether I bought the boxed set of Star Frontiers or Traveller. My hunch is that it was Star Frontiers, the science-fiction role-playing game by TSR (the company that Dungeons & Dragons co-creator Gary Gygax founded with Don Kaye and Brian Blume) that came out in 1982 – really, a response to GDW’s Traveller, published in 1977. While Traveller, which I had shortly after Star Frontiers, if that’s the correct order, became a personal favorite from then on, Star Frontiers still conjures fond memories.

While the community for Traveller is thriving thanks to Marc Miller’s (the creator of the game and co-founder of GDW) smart decision to retain ownership of the game post-GDW, which has allowed multiple editions to be published over time, Star Frontiers does not have the benefit of official support since the line was ended by TSR in the 1980s. Hence, the game lives on only within a community of gamers who still play it, though they actively do so along with fanzines.

Gen Con has a session or two of it every year it seems, and the Facebook Group, Star Frontiers: Alive and Well, has 2,800 members. Indulging in a bit of nostalgia, I purchased a PDF and print-on-demand hard copy of the game, Star Frontiers: Alpha Dawn. This is a version of the original boxed set, including the Basic Game Rules book, Expanded Game Rules book, and the adventure, Crash on Volturnus.

Read More Read More

The Soundtrack to 2020 Was Released 29 Years Ago

The Soundtrack to 2020 Was Released 29 Years Ago

Cyberpunk 2020 cover
Cyberpunk 2020 from R. Talsorian

The year 2020 will always be associated in my mind with the Warrior Soul album Drugs, God and the New Republic. Explaining why requires a little back story, but let me assure you that this is the most relevant album in 2020.

In 1991 when the album came out, I was a senior in high school. While not in school, my friends and I spent many hours throwing dice on the table, role-playing different characters in a variety of different settings. One of the games we played a lot that year was Cyberpunk 2020, a dystopian future game set in the year 2020.

One of the futuristic details of Cyberpunk 2020 is a genre of music called “chrome rock”. As far as I know, chrome rock is never really described in any detail, so I have no idea what Mike Pondsmith and the other writers of the game intended it to sound like. I always imagined it to be lyrically very anti-authoritarian like a lot of punk songs, but musically more like metal and very “shiny” (clean and well-produced, I suppose?) like, well… chrome.

And that’s the perfect description of Drugs, God and the New Republic if you ask me. I heard the album and thought, “Holy f**k. This is chrome rock.” The sound seemed way ahead of its time back then, and I’ve never really heard anything quite like it before or since (except Warrior Soul’s debut album Last Decade Dead Century, but for some reason I didn’t pick that one up until years later). It’s got guitar riffs and drum smashes that would be at home in metal, bass grooves that might not be too out of place in funk, vocals that are more of the gritty hard rock G’n’R style, and lyrics born from a wholehearted punk attitude. Though Warrior Soul was generally considered “metal” at the time, they never neatly fit into that genre. That and the fact that grunge was just becoming huge when the album came out are the main reasons they never received the recognition and praise I think they deserve.

Sadly, I don’t know enough about the specifics of music recording to articulate exactly how their sound was created. Maybe someone more knowledgeable about sound equipment and mixing can tell me what pedals and filters might have been used to make it so unique.

Read More Read More

Ten RPG Moments of Awesome

Ten RPG Moments of Awesome

Ex Machina RPG Vampire the Masquerade-small Heavy Gear RPG

And now for something more positive: ten awesome little moments in RPGs, beginning with a very self-serving one.

1) Ex Machina

Bruce Baugh, Rebecca Borgstrom, Christian Gossett, Bradley Kayl and Michelle Lyons’ 2004 Ex Machina was a cyperpunk roleplaying game, published by Canadian game company Guardians of Order. It got a very favorable review from BoingBoing. It was also my first professional editing credit.

It only took me a quarter century of playing and selling RPGs to get into the design end of things.

Read More Read More

James Davis Nicoll on Five Science Fiction & Fantasy Works Inspired by Role Playing Games

James Davis Nicoll on Five Science Fiction & Fantasy Works Inspired by Role Playing Games

Son of a Liche-small The Order of the Stick 4 Don't Split the Party-small Spiderlight-smaller

I enjoyed James Davis Nicoll’s recent posts here at Black Gate, Ten Classic Unplayed RPGs, and Ten WTF Moments from Classic RPGs. James and I were both introduced to role playing games in Canada in the late 70s, and he shares both my fascination and enduring sense of wonder with the early games of that era.

James maintains his own site, jamesdavisnicoll.com, one of the better SF book blogs. (This month he’s reviewed Roger Zelazny’s 1969 minor classic Creatures of Light and Darkness, David Gerrold’s A Matter for Men from 1983, and Silvia Moreno-Garcia’s just released Mexican Gothic, about a perfect blend of old and new in my book.) But what I want to highlight today is his regular column at Tor.com, and in particular his June 10 article “Five SFF Works Inspired by RPGs.” Mostly because it showcases one of the greatest webcomics ever created, Rich Burlew’s brilliant Order of the Stick.

Of course, the standard by which RPG-themed satire is judged is Rich Burlew’s long-running Order of the Stick (2003 to present). What began as a gag-a-strip stick-figure webcomic mocking the quirks of 3rd and 3.5th edition D&D quickly grew into something more. Sane Man fighter Roy Greenhilt has assembled a ragtag gang of eccentric colleagues and set out to defeat the evil lich Xykon. Seventeen years later, the lich is still… uh, “alive” may be the wrong word… active.

What began as a simple plan to find and kill an undead being of unparalleled power and evil has spiralled into an epic tale featuring grand sieges, true love, tragic death, character growth, and increasingly alarming revelations about the likely fate of this world. It’s an impressive work. There are reports that a conclusion looms, so this would be a good time to catch up on the archive. Note that print collections are available.

The article also discusses J. Zachary Pike’s Dark Profit Saga, Meg Syverud & Jessica “Yoko” Weaver’s webcomic Daughter of the Lilies, Adrian Tchaikovsky’s 2016 novel Spiderlight, and Phil Kahn and T Campbell’s long-running webcomic Guilded Age. Read the whole thing here.

Demanding Answers on the Harlot Table in the Dungeon Masters Guide

Demanding Answers on the Harlot Table in the Dungeon Masters Guide

Dungeon Master's Guide Emirikol the Chaotic

Emirikol the Chaotic, by Dave Trampier. From the Dungeon Masters Guide (TSR, 1979)

So. Some of my older gentlemen friends are feeling upset and disenfranchised by Wizards of the Coast’s disclaiming of the values and mindsets of early D&D. It feels like a betrayal to them, for what I’m sure is a variety of reasons.

But I have, on more than one occasion, wanted to share this iconic illustration from the 1st edition Dungeon Masters Guide with kids in my middle school club and stopped. Because I remember the steel in my daughter’s eyes as a preteen, squinting at the facing page and saying, “Hey, what’s that?”

Pointing, of course, to the obligatory harlot table. “How come there are 10 extra ugly terms for women in the harlot table, but nothing for mercenaries, thieves, nobles, or tradesmen?” Cocked eyebrows that demanded to know why I would accept this rubbish at all.

Read More Read More

Return to Dragon Pass with The Red Cow Campaign by Ian Cooper, Jeff Richard, and Greg Stafford

Return to Dragon Pass with The Red Cow Campaign by Ian Cooper, Jeff Richard, and Greg Stafford

The Coming Storm Chaosium-small The Eleven Lights-small

The Coming Storm (March 2016) and The Eleven Lights (April 2018), published by Chaosium

We live in a Golden Age of board gaming, and if you’re in the market for a fantasy game, you literally have thousands to choose from. Mind you, that wasn’t the case 40 years ago. In fact, if you were looking for a serious fantasy-based pastime in those days, there were literally only a few games in town: SPI’s War of the Ring (1977), TSR’s Divine Right (1979), and Chaosium’s Dragon Pass (1981).

In terms of gaming history, there’s little question that by far the most important of those was Dragon Pass. It was originally developed in 1975 by Greg Stafford, and published under the name White Bear and Red Moon. Stafford decided to form a company to produce and market it; inspired by the nearby Oakland Coliseum, he called his new enterprise ‘Chaosium.’ Stafford sold White Bear and Red Moon, and its sequel Nomad Gods, in ziplock bags out of his house in Oakland. Chaosium grew rapidly, and in less than ten years was one of the most important publishers in the industry. If it weren’t for the early success of White Bear and Red Moon and its sequels, we wouldn’t have  RuneQuest, Thieves World, and Call of Cthulhu, just to name a few.

The setting for White Bear and Red Moon, a Bronze Age world rich with human and nonhuman gods, cults, clans and mythology, was Glorantha. Today Glorantha is one of the most important settings in modern fantasy, home of numerous role playing campaigns, board games, novels and stories, and even a popular computer game, King of Dragon Pass. There are many reasons for its popularity and longevity, of course, but personally I believe Dragon Pass — the game that introduced Glorantha to the world — deserves much of the credit. If you’ve spent hours staring at the colorful map of Glorantha, moving your outnumbered clans across the rugged terrain of Sartar, through the Skull Ruins and towards a desperate battle in Snakepipe Hollow, the chance to visit those iconic settings in a role playing environment is just too irresistible.

A few years ago Chaosium released an epic two-part campaign set in Glorantha that explores much of the history and rising tensions that eventually exploded into the Hero Wars: The Coming Storm and The Eleven Lights, which together comprise the Red Cow Campaign. I recently purchased both books, and have really been enjoying this chance to revisit the colorful and dynamic setting where I spent so much time in my youth.

Read More Read More

Fight the Conspiracy or Join It

Fight the Conspiracy or Join It

X-Files

 

In 1993, I for some reason started watching a new show called The X-Files from the pilot. It was a lark. A few weeks prior, I had started my first job after graduating from university. I did not make much money, and in those days, Friday night television often featured the science fiction shows. Anyway, I started watching The X-Files and was hooked on Chris Carter’s drama. While never a believer in either UFO abductions or deep state conspiracies, I enjoyed watching such fare.

For some reason, the early 1990s spawned conspiracy-based, dark horror games like Dark Conspiracy and Delta Green, a sourcebook for Call of Cthulhu. Maybe it was the end of the Cold War and the need for something to haunt our thoughts when the fear of global nuclear holocaust dissipated with the collapse of the Soviet Union. All those years of nuclear terror found an alternative outlet for our existential fears.

Read More Read More

Ten WTF Moments from Classic RPGs

Ten WTF Moments from Classic RPGs

Basic D&D box TSR-small R. Talsorian Cyberpunk-small White Wolf Wraith the Oblivion-small

By popular demand1, ten WTF were they thinking moments from classic RPGs, which I admit is something of a target-rich environment. I will limit myself to games I’ve actually seen, which means I get to skip past that one.

[1: Well, a couple of people, anyway.]

1) Dungeons and Dragons Basic Set (TSR, 1977)

The 1977 edition of D&D added an orthogonal good vs evil to the law vs chaos morality axis. While humans got freedom of choice regarding where on either axis characters fell, this was not true of some non-human races, which in turn means there are whole races good people are morally obligated to kill when possible. This is by no means unique to D&D but it gets special credit for being the one to establish it as a trope in table-top roleplaying games.

2) Cyberpunk 2020

This may be a misnamed series, because in this case the detail I am very sure I know exactly what the company was thinking.

Read More Read More

Artifacts: SixMoreVodka’s First Rules Expansion for Degenesis

Artifacts: SixMoreVodka’s First Rules Expansion for Degenesis

degenesis-artifacts-coverDegenesis, SixMoreVodka’s post-apocalyptic, Europe-and-North Africa-centered tabletop RPG, released its first rules expansion last month. Called Artifacts and featuring the new Degenesis black-and-gold look, it’s the first gaming supplement I’ve ever owned with gilt-edged pages.

But that’s SMV for you, a company “founded by artists and run by artists.”

As I said in my initial review of the game, you can look at Degenesis as an expensive art book which comes with a free game, or an expensive game book with the most lavish art design in the history of the format. So you can convince yourself that even at USD 60 you’re getting a great deal, FedEx shipping from Berlin included, using many of the same mental gymnastics car enthusiasts might when signing for a new BMW.

Degenesis is already a complete game. But one of the 4chan descriptions of it is “90% fluff and 10% crunch.” While I don’t think that’s near accurate – I’d put it at 70/30 — Artifacts adds plenty of crunch. It gives additional rules to build, motivate, and describe your avatar and player group. There are enhancements to your campaign and a good deal of new technology for the players to use and fight over and a bunch of imaginative new rules for clawing advantage out of the much-altered Earth. And of course there’s first-rate art.

Here’s a quick overview of the game enhancements. Artifacts is divided into twelve parts, and I’ll spend the rest of this review providing thumbnails of the contents.

Read More Read More

Exploring Post-Apocalyptic Poland in Twilight: 2000

Exploring Post-Apocalyptic Poland in Twilight: 2000

Twilight 2000-medium Twilight 2000-back-small

Twilight: 2000 (GDW, First edition box set, 1984). Click for bigger versions.

I have vivid memories of receiving the boxed set of Twilight: 2000 in 1984, cracking it open, and diving into its dark and gritty world. Each generation that spent its formative years growing up during the Cold War has its memories attached to that long, usually dull, and occasionally terrifying epoch. The Korean War. Sputnik. The Berlin Wall. The Cuban Missile Crisis. Nuclear raid drills. The Vietnam War. The invasion of Afghanistan. The Olympic game boycotts. Fraught meetings between leaders of the USA and USSR. Numerous proxy wars and insurrections. Eventually, the Soviet Union and its Warsaw Pact allies crumbled in a series of revolutions — some soft and some hard — and it all seemed then a distant memory.

Read More Read More