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The Changed Face of Geekdom

The Changed Face of Geekdom

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A party of travelers arrive in a city…

Good afternoon, Readers!

I had a thought – literally just this moment – about geekdom and how much it has changed. Some people’s perception of it appears to be slow in catching up, but that is to be expected, really.

When I was a young girl, growing up in small town Australia, geeks were a bad thing. They were variously sun-deprived, pimply walking skeletons, or sun-deprived, pimply fat blokes. Either way, they were unhygienic outsiders with zero social skills, or, indeed, any redeeming qualities whatsoever.

Rarely now, except for a certain talkshow host who shall remain nameless, do people conjure such an image when speaking of geeks and geekdom any more.

This isn’t, of course, to say that geekdom is without its bad actors. Misogyny and racism (and other foolish ideologies) are still a huge problem in the geek community (though that is thankfully changing, despite the best attempts of a dedicated bunch of morons), but that is a discussion for another day.

Today’s prominent geeks, however, are happily blasting away this stereotype just by being themselves, and it’s wonderful to see. Let’s have a look at some of my favorites geeks in popular culture.

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Start Prowling Night City with the Cyberpunk Red Jumpstart Kit

Start Prowling Night City with the Cyberpunk Red Jumpstart Kit

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Cyberpunk Red Jumpstart Kit
By Mike Pondsmith, David Ackerman, J Gray, James Hutt, and Cody Pondsmith
R. Talsorian Games [96 pages, 6 dice, 2 maps, 6 pre-generated characters, 2 double-sided maps, 2 reference sheets, 23 standees and stands, $30.00 boxed set, $10.00 digital (no dice or stands)]

Cyberpunk, a popular science-fiction RPG first released in 1988, has gone through several editions, the most famous and much beloved of which is Cyberpunk 2020 published in 1990. This year’s much anticipated Cyberpunk 2077 video game from CD Projekt Red (makers of the Witcher video game series) is based on the world and lore of the tabletop RPG.

The Cyberpunk Red Jumpstart Kit, released at Gen Con 2019, is the latest iteration of the tabletop game and serves as a teaser for the forthcoming full core ruleset and as a prequel to the Cyberpunk 2077 game by filling in chunks of the timeline between Cyberpunk 2020‘s 4th Corporate War (a major event in the 2020 timeline). If that is unfamiliar to you, never fear, the included World Book provides enough background to catch you up.

The boxed set comes with six pre-generated characters, two reference sheets, maps, a set of Cyberpunk themed dice (4 d6 and 2 d10), and flat minis (or standees) along with two booklets: the World Book and Rule Book.

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A Classic Science Fiction Simulator: Howard Andrew Jones and Todd McAulty on Traveller

A Classic Science Fiction Simulator: Howard Andrew Jones and Todd McAulty on Traveller

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Classic Traveller box set (Games Designers Workshop, 1977)

Over at Tor.com, Howard Andrew Jones and I (under my pseudonym Todd McAulty, the name I use for fiction writing) have posted an article on Classic Traveller, a science fiction role playing game we both dearly love. Here’s a taste.

Todd: It’s fair to say that Classic Traveller was basically a ‘50s/’60s science fiction simulator. It was deeply inspired and influenced by the mid-century SF of E.C. Tubb, H. Beam Piper, Keith Laumer, Harry Harrison, Isaac Asimov, Jerry Pournelle, Larry Niven, and most especially Poul Anderson.

Howard: Classic Traveller was very light on setting—

Todd: To put it mildly!

Howard: —but it sketched the scene in broad strokes. Players adventured in a human-dominated galaxy riven by conflict, thousands of years in the future. The star-spanning civilization of that future looked an awful lot like the galactic civilizations imagined by Asimov, Anderson, Jack Vance, Gene Roddenberry and others.

The two of us had a lot of fun, but I have to say the article got a lot more interesting once E. E. Knight showed up to share some of his experiences at the gaming table.

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Exploring Character in Starfinder

Exploring Character in Starfinder

StarfinderCharacterOperationsOne great feature of the class designs in the Starfinder Core Rulebook is that each class has a variety of choices, allowing for distinct builds that can suit a variety of play styles. You can build a Mechanic or Technomancer that is either a weak combat-avoiding technician or a combat-ready armored cyber-warrior, for example. This initial diversity has allowed for many permutations on the basic character options, so right out of the gate there’s little chance of players feeling like they’ve explored everything their characters can do. Over its first couple of years, the expansions have focused on new playable races (across three Alien Archive volumes!) and equipment (in an entire Armory volume), but there have been fewer additional options by comparison to modify the core characters.

The release of Starfinder‘s most recent rules supplement, the Character Operations Manual (Paizo, Amazon), definitely helps remedy that situation. Like Pathfinder‘s Advanced Player’s Guide, this is really the volume that establishes the ability to deeply customize characters … a hallmark of what made the Pathfinder RPG distinctive. In addition to three completely new classes, the Character Operations Manual presents more Themes, alternate racial traits for core races and Pathfinder legacy races, Archetypes that provide alternate class features, feats, equipment (including shields), spells, new starship combat rules, and an entirely new downtime system mechanic.

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Gas-sharks, Jump Bridges, and the Church of Stellar Divinity: Behind the Claw by Martin J. Dougherty

Gas-sharks, Jump Bridges, and the Church of Stellar Divinity: Behind the Claw by Martin J. Dougherty

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Behind the Claw
By Martin J. Dougherty
Mongoose Publishing (288 pages, $30.00 PDF, $59.99 hardcover pre-order, March 31, 2020)

Traveller is a popular science fiction role playing game originally released in 1977. Over the decades several editions have been released, along with a substantial volume of player created resources and supplements.

Since the 1980s the earliest supplements have been fleshing out the Spinward Marches and Deneb sectors of Charted Space (the Traveller term for the area of the galaxy that has been widely explored), where the Zhodani Consulate and the Imperium have fought four wars with a fifth looming. Meanwhile, the Vargr Extents provide numerous corsairs that raid shipping and planets. Rich with conflict and tension, referees have and continue to find many adventures to send their players on in this locale.

This latest foray into this classic setting comes from Mongoose Publishing in Behind the Claw, a full-color 288-page sourcebook in the style Mongoose has adopted for the latest edition of their Traveller line. The book looks excellent as a result. Crammed with content, buyers will also get two 28×40-inch poster maps of the Spinward Marches and Deneb sectors.

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Pop Dungeon: A Star Wars Pops Game

Pop Dungeon: A Star Wars Pops Game

SWPop_OneEDITEDMy son’s birthday is December 22nd. We’ve made sure that Sean, who just turned twelve, gets two events, and two sets of presents: we don’t combine it with Christmas. So, he’s pretty much buried in new ‘stuff’ for a week. This year, the day before his birthday, I took him and a friend to see The Rise of Skywalker. And that set him off on a Star Wars Pops buying-binge. He had a half dozen within a week. It quickly went up to eight, where it’s in a holding pattern.

Sean decided he wanted to be a Dungeon Master, and he created a new game to pay with me: Pop Dungeon. He pulled an oversized red die we had from some toy bin somewhere (it’s not from any game), and as a backup, he set aside two regular six-sided dice, though we rarely use those.

Grabbing a mish-mash of items from around his room, including a rope, a big AT-AT, some plastic apples, a Transformer, a tank, a baseball cap, and more and he placed them all around his room. Then he put six of the Pops  on his school desk, and proceeded to Dungeon Master me through a Pop Dungeon adventure!

Each Turn gives me two options: “Fight or run away.” “Search, or heal.” “Try to fix the jeep, or walk.”

I roll the ridiculously bouncy, giant red die. A 1 is catastrophic. 2 is pretty bad. 3 is not too bad. 4 means I accomplished what I picked to do. 5 or 6 means I succeeded with some type of bonus effect. It is RIDICULOUS how many times I roll a 1. I’m going to record it for one session some time, because it is waaaaaaaaay beyond statistically improbable!

There are a lot of Turns. And he gets to roll the die for his guys after two of my Turns. Even if I string together a couple successes in a row, a 1 or 2 (or a couple of them) knocks the party for a loop. The first couple sessions went an hour-plus, so I had to shorten them up.

Sometimes, the party members are killed and some aspect of the force reanimates them and they are on his team. I think in one adventure, Captain Phasma was killed from my party, then I had to kill her twice more when she was brought back on the other team. Though, Sean’s been thrashing me so soundly, he hasn’t had to do that lately.

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Desperate Heroes in the Oldest City in the World: The City of Kings by Frank West

Desperate Heroes in the Oldest City in the World: The City of Kings by Frank West

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The City of Kings at Gen Con 2019

My trip to Gen Con this year was a little overwhelming, to be honest. I’d been invited as a guest to the Writer’s Symposium, and I had a fairly packed schedule of panels and presentations. But I did find the time to wander the enormous — and I do mean enormous — Exhibit Hall, jammed end to end with hundreds (maybe thousands?) of booths, all packed with vendors selling games. It was too much to take in all at once, so I learned to snap a photo or two every time I saw something interesting. I brought home plenty of treasures, but there was no way I could afford (or carry!) even a fraction of the items that caught my eye. So in the five months since I’ve returned from Indianapolis I’ve slowly been sifting through hundreds and hundreds of photos, trying to make sense of it all, and occasionally ordering a game or two that I find irresistible.

This has been a fun process of discovery, actually. Just this week, based on my photos and a small amount of internet research, I took a chance on The City of Kings, an ambitious Kickstarter-funded game designed by Frank West, and I’m enormously glad I did. The display at Gen Con was one of the more impressive sights in the hall — the massive game box comes absolutely packed with content, weighing in at nearly 8 pounds — but I didn’t get the chance to spend much more than 60 seconds in the booth. But of the hundreds of titles I saw, it was one of a handful that really stuck in my mind, and when I had a few extra dollars after Christmas I splurged on the core set.

The City of Kings is a fully cooperative fantasy adventure board game, meaning you and up to three friends must work together. You play the surviving leaders in the oldest city in the world, faced with the nearly-impossible task of overcoming the armies of Vesh over a series of seven stories and twelve scenarios. Each story offers different challenges and objectives. The game is playable with 1-4 players (yes, it has a solitaire option); story games run from 90-180 minutes, and the simpler scenarios 45-90 minutes.

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I Need to Talk About Hellblade 2, or I’ll Burst

I Need to Talk About Hellblade 2, or I’ll Burst

Hellblade 2

Senua, swapping the woad warpaint from the first game for red and black in the second. It’s nice to see she still has her triskel, though.

Good morning, Readers!

So… The teaser trailer for the sequel to Ninja Theory’s spectacular horror puzzle adventure (how’s that for genre-blending?) game Hellblade: Senua’s Sacrifice dropped a few weeks ago, and I’ve been dying to talk about it. But first, the trailer:

One thing is for certain, Senua’s Saga (Hellblade 2) looks like it’s going to be as intense and terrifying as the first.

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The Joy of Starter Kits, Part Two

The Joy of Starter Kits, Part Two

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Dungeons and Dragons Basic Set Second Edition,
edited by Tom Moldvay (TSR, 1981). Cover by Erol Otis.

I often wonder how new players discover role playing these days.

I mean, I know how it happens in theory. You’re introduced to the concept through video games, or friends, or a gaming club, or maybe Stranger Things. The whole thing sounds pretty cool. Eventually you take the plunge and shell out for a set of hardcover rule books and dice, and become a genuine RPG gamer. Sure, it’s a commitment. But it’s no more expensive than other pastimes of the idle rich, like polo or yacht racing.

It’s that initial expense that gets me. The D&D Players Handbook, the most fundamental RPG book on the market, retails for $49.95 — and it’s only one of three you really need. And that doesn’t even include dice. God knows how pricey those are these days.

It used to be easier. You used to be able to try D&D the same way your tried Monopoly, with an impulse buy of a single reasonably-priced box. That’s how I got started in the fall of 1979, when I bought the D&D Basic Set after seeing a few magazine ads in Analog and picking up a copy at the local gaming store. The sheer financial (not to mention emotional) commitment required of modern RPGs is a serious barrier to entry, and many game publishers have gradually come to that realization.

In Part One of this article I looked at some of the games that have embraced the old idea of the Starter Kit, an inexpensive box set that includes everything new players need to learn the fundamentals of role playing and have a few adventures. This new generation includes Pathfinder, Starfinder, Battletech, Numenera, Shadowrun, and others. In Part Two we look at Call of Cthulhu, Traveller, Star Trek Adventures, Warhammer, Star Wars, and the new breed of Dungeons and Dragons beginner boxes.

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Vintage Bits: Robert Clardy, Synergistic Software, and the Birth of the Personal Home Computer Role Playing Game

Vintage Bits: Robert Clardy, Synergistic Software, and the Birth of the Personal Home Computer Role Playing Game

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In 1978 Robert Clardy released his first computer game, Dungeon Campaign, for the Apple II. Dungeon Campaign, and Don Worth’s beneath Apple Manor, are widely regarded as the very first personal computer role playing games. While greatly inspired by pen and paper Dungeons & Dragons, there were no proven concepts or templates to work from, and it was very much a trial and error effort to figure out what features and elements would work, and not least what was achievable with the limited technology at the time. Today these pioneering games might seem extremely primitive and somewhat quirky, especially from what we now perceive as the standard template in computerized versions of role playing games, but at the time they were truly innovative.

In the mid-’70s computers, how they were used, and who had access to them, started to significantly change. The landscape was starting to move away from mainframes, which took up entire rooms or even floors, to hobby kits that with the right skillset could be turned into a more or less useful (or useless) device, to an environment where non-technical users could buy an off the shelf personal computer powerful enough to run somewhat sophisticated software.

This change in computing can very much be credited to the 1977 Personal Computer trifecta, the year we tend to refer to as the birth year of the personal computer as we know it. It was the year Commodore, Apple and Tandy Radio Shack all released their own take on accessible personal computers. These machines were not only powerful enough to be useful, they were also mass-produced and marketed to the average consumer, who frequently lacked the technical skillset earlier machines required.

The advent of computer role playing games, especially on mainframes and later personal computers, has its roots in the remarkable human nature to innovate – making machines do something they were never intended for. People with access to these mysterious computer colossuses quickly saw the potential for more than just boring analytics and data-crunching.

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