Browsed by
Category: Role Playing Games

Starfinder Update: Space Fantasy in the Future of Pathfinder

Starfinder Update: Space Fantasy in the Future of Pathfinder

StarfinderBeginnerBoxFor the last couple of years, one of my favorite games has been the science fantasy RPG Starfinder from Paizo, the makers of the Pathfinder RPG. Starfinder has all the magic and adventure of Pathfinder, co-mingled with high technology and a wild space setting. The best way to describe the feel of the adventures is a mix of Dungeons & Dragons with Guardians of the Galaxy.

The game has expanded at a steady pace over the last couple of years. Two Alien Archive supplements have been released, with a third slated for a GenCon release in August. They’ve released the Pact Worlds setting book and an Armory supplement, and a Character Operations Manual focusing on increased player options is coming in October 2019. They’ve also just announced a collaboration with WizKids to produce a Starfinder Battles series of prepainted miniatures.

The setting focuses on the solar system that once housed the planet of Golarion, the main Pathfinder setting, but Golarion itself no longer exists. In its place is Absalom Station, a giant space station that houses the Soulstone and is a hub of travel for shifts traveling through the Drift, the mysterious dimension that allows for rapid travel across vast distances of space. Among many other things, Absalom Station is the headquarters of the Starfinder Society, a group of explorers and adventurers who travel throughout the Pact Worlds and beyond into the Vast to discover new worlds and civilizations, occasionally running afoul of the undead Corpse Fleet or other threats, from space pirates to alien menaces like the vicious Swarm.

For those who haven’t yet explored the setting, and are looking for a guided introduction, the new Starfinder Beginner Box offers a great springboard to get into the game. It comes with a streamlined rule set, some cards that help provide rule and condition reminders, pregenerated characters, a variety of cardboard pawns representing characters and creatures, a gridded map for play, and an introductory adventure module.

Read More Read More

Numenera, Nyarlathotep, and RuneQuest Glorantha: Some Recent Slipcase Sets

Numenera, Nyarlathotep, and RuneQuest Glorantha: Some Recent Slipcase Sets

RuneQuest Roleplaying in Glorantha Slipcase-small

Kickstarter has fundamentally changed board game publishing over the past decade, and more recently it’s started to have a similar impact on Role Playing as well. Monte Cook’s first Numenera campaign in September 2012 famously raised $517,255 (on a $20,000 goal), and Chaosium’s 7th Edition Call of Cthulhu campaign bested that in June 2013, raising $561,836 (on a $40,000 goal), and those opened the floodgates. Since then some of the most popular RPG properties have turned to fans to get major projects off the ground, with impressive results.

I don’t back crowdfunding campaigns (with the exception of the Veronica Mars movie because, hey, Veronica Mars). But I do trail along after them and buy finished products. Sometimes — not always — that’s more expensive, but it does save me all the drama of late delivery and wondering if the project I funded will ever arrive. Like Judges Guild’s infamous reprint of the City State of the Invincible Overlord, promised in December 2014 and which still shows no sign of ever becoming real nearly five years later.

So far in 2019 I’ve purchased four crowdfunded boxed sets, and I’ve been very, very impressed with all of them. There were:

RuneQuest Roleplaying in Glorantha — $119.99
Numenera Discovery and Destiny — $119.99
Call of Cthulhu: Masks of Nyarlathotep — $129.99
RuneQuest: The Guide to Glorantha — $169.95

All are still available to latecomers. Here’s a closer look at all four.

Read More Read More

By Crom! Conan: Adventures In An Age Undreamed Of Q&A With Jason Durall

By Crom! Conan: Adventures In An Age Undreamed Of Q&A With Jason Durall

Conan_AdventuresPG[I’ve talked about Modiphius’ RPG, Conan: Adventures in an Age Undreamed Of. Fellow Black Gater Gabe Dybing and I (with some help from Martin Page) were excited to attempt a series of posts, chronicling our online campaign, but, as is often the case, real life got in the way. Here’s the first post, which talks about the game

Even though we didn’t get beyond the first encounter, I’ve remained a fan of the Conan RPG and have read much of the material (I was a Kickstarter backer). Jason Durall, who wrote an excellent entry on “Xuthal of the Dusk” for Hither Came Conan, is the Line Editor for the game (he is also Line Editor for the venerable Runequest). He was kind enough to do a Q&A for Black Gate. Read on!]

Mongoose certainly produced a LOT of content for the two editions of its 3rd Edition Conan RPG line. What impelled Modiphius to bring out a new Conan RPG? And at this particular time?

Modiphius was already partnering with Cabinet Entertainment with Mutant Chronicles 3rd Edition and other properties, and when the opportunity for Conan was discussed, it was an obvious choice. To distinguish this new version, very early we made the decision that it should incorporate only REH context and new material derived from that, and be produced with deep involvement from leading REH scholars from the beginning. As for timing, it seemed right for a definitive Conan game.

(Editor – While I enjoy many of the pastiches, by various authors – some of which I discussed here – I admire their decision to work from Howard’s source material)

And it was a great bonus for the kickstarter that backers got PDFs of ALL the Mongoose Conan line. How did that come about?

Cabinet owns the rights to all part work done with the Conan IP, so they had the rights to the Mongoose catalog. We had many Kickstarters who were fans of that game, and it seemed a nice benefit to provide.

Read More Read More

A Weird Dungeon Crawl… IN SPAAACE: Metamorphosis Alpha Deluxe Collector’s Edition

A Weird Dungeon Crawl… IN SPAAACE: Metamorphosis Alpha Deluxe Collector’s Edition

Metamorphosis Alpha reprint

This oversized volume arrived in the mail last week: the Deluxe Collector’s edition of Metamorphosis Alpha, the first science-fiction roleplaying game. Originally published by TSR as a slender booklet in 1976, it’s essentially a weird dungeon crawl … IN SPAAACE! … taking inspiration from Brian Aldiss’s novel Non-Stop (which I love, BTW).

Its combination of radiation and mutant people/animals later formed the basis of Gamma World, one of the most out-there RPG settings ever. This volume contains the original Metamorphosis Alpha manual, an interview with creator James M. Ward, playtest notes, and all the supplemental material and errata published in Dragon and other RPG magazines of the time.

So why did I buy this? I’m one of those people who rarely plays RPGs (I don’t know enough people around me who want to) but enjoys reading RPG books as entertainment. I’m also interested in RPG history, since I came of age right as they did, during the advent of AD&D in the late ’70s. The only game system I would ever play is Fudge, the best universal system ever and wonderfully flexible, but that only makes it easier to read about other games and sourcebooks — they can all be run in Fudge!

Read More Read More

A (Belated) First Look At Basic Fantasy Role-Playing Game.

A (Belated) First Look At Basic Fantasy Role-Playing Game.

Bronze Golem by Luigi artikid Castellani
Bronze Golem by Luigi artikid Castellani
Cover
“A rules-light game system modeled on the classic RPG rules of the early 1980’s”

I just purchased a copy of the Basic Fantasy Role-Playing Game, “a rules-light game system modelled on the classic RPG rules of the early 1980’s”, which is code for an Old School Revival (OSR) game based on the old D&D mechanics that Wizards of the Coast released under open license some twenty(!) or so years ago.

The thing about OSR games is you never quite know whether they are reviving the experience or just the rules of yesteryear’s roleplaying. The two are different because the world has changed.

Sure, the rules generate the experience, but the same way music generates the gig. This isn’t the sound of one hand clapping in the woods. The context matters. Just as Bill Haley and the Comets wouldn’t trigger a cinema (!) riot these days, the uneven rules of yesteryear aren’t going to conjure up the edge-of-seat experience of our youthful roleplaying, because things have changed.

I’m old enough to have played 1st Edition AD&D as a teenager, just at the point when the supplements were stacking up to obscure the original mechanical simplicity. I yearn for the cosy shared world  — the Vancian magic, the stock monsters and magical items, the delightful abstraction of character classes — but have no nostalgia for epicycle-heavy non-recursive mechanics — ascending armor class, anybody? — nor the nerdily statted list of polearms, nor the tribble-like burgeoning of scene-stealing new character classes. Luckily, we were fortunate enough to have an adept DM (Hello Andy, Calum!) who could act as a layer between the mechanics and the flaky teens (Sorry, Andy, Calum…). Nor have I any interest in revisiting old controversies — Wot? No thief?

And this is the first way that the world has changed: standards.

Read More Read More

A Massive History of D&D Culture: Art and Arcana by Michael Witwer, Kyle Newman, Jon Peterson, and Sam Witwer

A Massive History of D&D Culture: Art and Arcana by Michael Witwer, Kyle Newman, Jon Peterson, and Sam Witwer

Art and Arcana-small

Art and Arcana is a massive book that satisfies a strong sense of nostalgia for those who played Dungeons and Dragons in the 1970s and 80s, as well furnishing a history of the game and, to a lesser extent, the people and companies behind it. Focused primarily on the artwork that has helped define the game from its earliest days, authors Michael and Sam Witwer, Kyle Newman, and Jon Peterson have provided a beautiful look at the game’s first forty-five years, with an emphasis on the first few editions.

Even the endpages of this 440 page book indicate what is sandwiched between them. The opening pages show a map of the Village of Hommlet from the classic T-1 dungeon, while the closing pages are a reproduction of a classic piece of Erol Otis’s artwork from Deities and Demigods. A foreword by Joe Manganiello points out that “in [the 1980s], Dungeons and Dragons wasn’t cool.” As someone who began playing the game in 1980 (in Glenview, where the Witwers were from, although I didn’t know them), Manganiello’s comment is an understatement. At the time, the concept that stars like Manganiello and Sam Witwer would be involved with a book about Dungeons and Dragons would have been mind-boggling, as would the idea that the host of a late night talk show like Stephen Colbert would admit to playing it, or that people could make a living as a Dungeon Master and charge people to watch their games.

Read More Read More

Birthday Reviews: Josepha Sherman’s “River’s Friend”

Birthday Reviews: Josepha Sherman’s “River’s Friend”

Cover by Jim Holloway
Cover by Jim Holloway

Josepha Sherman was born on December 12, 1946 and died on August 23, 2012.

Sherman’s debut novel The Shining Falcon won the Compton Crook Stephen Tall Memorial Award in 1990. Sherman collaborated with Mercedes Lackey, Laura Anne Gilman, Susan Shwartz,and Mike Resnick. She  co-edited the non-fiction folklore collection Greasy Grimy Gopher Guts with Toni Weisskopf.

“River’s Friend” saw print in issue #178 of Dragon under editor Roger E. Moore and fiction editor Barbara G. Young in February 1992. As with so many of the stories which appeared in Dragon, this one was never reprinted.

Sherman sets her story in an alternative Russia during the reign of Vladimir the Great. Souchmant has the unique position at Vladimir’s court of a peasant who has managed, through the prince’s good graces, to become one of the bogatyrs. Souchmant knows that he is part of the nobility only at the sufferance of his lord. He also has a secret that, if found out, would force him from Vladimir’s court. Vladimir is known in this world for his distaste for anything that smells of the supernatural, the Other, and ever since he was a young boy, Souchmant has been in communication with the Other, specifically the spirit of the River Niedpra.

It isn’t his communication with the River Spirit that gets Souchmant in trouble with his lord, but rather his frustration at the lack of understanding the bogatyrs have about the way the common people live. Souchmant erupts complaining that they don’t know how to do anything useful or complete a task without violence. He offers that he can capture a live swan without the use of any weapons or even a net. Once the words are out of his mouth, Vladimir banishes him to complete the task.

Rather than do as he was instructed, Souchmant, with some help from the spirit of the Niedpra, saves the river from having a group of Tatars build a bridge over it, which would also serve to stanch its flow. Having defeated the Tatars with supernatural aid, Souchmant can’t admit what exactly he has done when he reports on the attempted Tatar invasion to Vladimir. Thrown in jail, he is eventually rescued by an unlikely ally.

Read More Read More

A Dungeons & Dragons Holiday Gift Guide

A Dungeons & Dragons Holiday Gift Guide

MadMageDungeons & Dragons is having something of a renaissance. After a somewhat awkward period era known as “fourth edition,” the most popular roleplaying game in the world has attained a greater reach than anytime in its history.

If you’re looking for some good setting materials or adventures for Dungeons & Dragons 5th edition, this last year has shown the release of a handful of fantastic resources. Last spring was Mordenkainen’s Tome of Foes, a great resources of various races, including the Devil/Demon war between Hell and the Abyss. But two books released this fall focused a little closer to our fantasy home, with the classic city of Waterdeep.

Waterdeep: Dragon Heist is an urban-based adventure for characters of level 1-5, centered around a massive treasure embezzled from the government of Waterdeep and rumored to be hidden within the city. The GM picks the main villain at the outset from four options, a choice that determines the season of the adventure, which alters how the subsequent chapters will unfold.

Read More Read More

5th Edition Wizards Suck! Mine Can’t Even Wrestle!

5th Edition Wizards Suck! Mine Can’t Even Wrestle!

images

I’m not going to make a blanket statement that all wizards suck, or that low-level wizards suck, but my low-level wizard sucks. I’m just going to assume my experience applies to everyone.

My friends play a 5e D&D game and one of them persuaded me that if I role-played out-of-character, it would be valuable for my writing. I normally play fighter-types who are brave and at the front of things, and figured having to play a wizard would show me new things. Here’s what I imagined it would be like:

aFTYou5enU_icon_0

Spoiler. It has been a new experience and so far, it has mostly shown me how to miss on my attacks.

Read More Read More

Modular: Sagas of Midgard Invades… Well, Midgard

Modular: Sagas of Midgard Invades… Well, Midgard

SoMcoverIt’s been awhile, and not because there’s been any shortage of Norse-themed role playing games! In this time, we’ve had the 5e derivative Dragon Heresy, a d6 system called Vikingr, older campaign settings such as Hellfrost and systems such as Trudvang Chronicles, and many others. Our topic on this Odin’s Day, however, is the latest of these: Sagas of Midgard.

Honestly, I had kind of retired from investment in Viking-age rpgs. My home game hasn’t involved the Norse-specific setting for more than a year, my pocketbook doesn’t drip nine golden rings as Odin’s Draupnir does, and there isn’t much utility in owning much more, since I doubt I’d be able to wrest my gamers from my tabletop version of Fourth Age Middle-earth anytime soon. But the Sagas of Midgard Kickstarter advertised savage, fast-paced gameplay and rules for Raiding—an essential component of the northern milieu and one that I had not ever seen treated to my satisfaction. So I backed a PDF copy, mostly out of curiosity.

When I received it, I realized I was encountering something much more than a few interesting mechanics. This looks like a really good game! You’ll notice that I don’t precisely say that it is simply because I haven’t had a chance to run it yet. Character abilities originate from five separate Domains, and each Domain is governed by a Norse deity. At character creation (and during advancement) players spend points within these domains for specific powers and abilities. These are fueled by a currency called Favor, which characters can obtain through a variety of methods, many of them mechanical. The core mechanic is what the designers call the “Rollover System.” Every task and adversary has a “Rollover Score,” usually between 1 and 100, that a PC has to beat (with a roll of d100) to obtain the effect she wants. There are modifiers, of course, resulting from other game mechanics, and a core feature is that the GM never rolls the dice, something shared by a few other systems and (though denying the GM the pleasure of rolling dice) allows her to focus on storytelling and character interaction.

My main criticism, though, is that the rules explanations can be hard to follow (while recognizing reasons for the authors’ organizational choices). I contacted the authors about this, and they told me that they already had been drafting a “cheat sheet” that should be helpful even to new gamers. And, in the midst of my enthusiasm for their game, I succeeded in getting the creators, Nick Porter and Dominic De Duonni, to agree to an interview.

Read More Read More