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MASHED: A Korean War MASH RPG

MASHED: A Korean War MASH RPG

Mashed Mark Plemmons-small

“Keep in mind that you can’t take that many well-educated, highly intelligent people and restrict them to live in an area the size of a football field and not expect some very odd and unusual things to happen.”

So said former Korean War helicopter pilot Ed Ziegler, in a quote that starts off MASHED’s early Gameplay section and gives a hint of what the following pages hold in store.

‘MASH’ is a historical acronym that stands for ‘Mobile Army Surgical Hospital,’ though it was popularized by the M*A*S*H film and television series, which may very well be where you first learned of it. The game acknowledges M*A*S*H as a good source of inspiration for your table, but is not based directly on it, thus avoiding any messy trademark or copyright issues. Instead, MASHED content comes from dozens of historical works and military manuals. Fortunately, since they are the same sources as those used by the M*A*S*H producers, the ‘feel’ of the game can be very much like that of the show itself, mixing light comedy, gallows humor, and mature situations.

The core rules are based on Vincent and Meguey Baker’s Apocalypse World (Meguey is also credited as a developmental editor on this book), and inspired by other Powered by the Apocalypse games such as Jason Morningstar’s Night Witches. If you’re familiar at all with the PbtA engine, you’ll have a good idea of how the rules work.

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Dark Osprey: The Shadowy Worlds of Cthulhu, Alien Bug Hunts, and a Nazi Moonbase

Dark Osprey: The Shadowy Worlds of Cthulhu, Alien Bug Hunts, and a Nazi Moonbase

The Cthulhu Campaigns Ancient Rome-small Nanzi Moonbase Dark Osprey-small Bug Hunts Dark Osprey-small

Over the last forty years Osprey Publishing has built up a sterling reputation for its long running series of illustrated military history books. Role-players, wargamers, and even casual readers like me have enjoyed them, and used them as reference guides.

Black Gate author Joseph McCullough joined Osprey a decade ago, and since then Osprey has produced a growing volume of books of interest to gamers and genre fans alike, including Steampunk miniatures rules (In Her Majesty’s Name), the Frostgrave tabletop skirmish game, and the Osprey Adventures line. But most interesting to me is Dark Osprey, a series of marvelously imaginative and well-illustrated tomes that serve as excellent setting books for the RPG of your choice.

While Joe was written several, they’ve also recruited a handful of other top-notch authors, including Warhammer author Graeme Davis, Trail of Cthulhu scribe Kenneth Hite, novelist Mark A. Latham (The Lazarus Gate), and others. So far they’ve published over a dozen, including The Cthulhu Campaigns Ancient Rome by Mark Latham, Nazi Moonbase by Graeme Davis, and Bug Hunts: Surviving and Combating the Alien Menace by Mark Latham.

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Future Treasures: The City of Brass by S. A. Chakraborty

Future Treasures: The City of Brass by S. A. Chakraborty

Dungeon Masters Guide-small The City of Brass-small

The City of Brass! One of the most storied locations in fantasy! Or it would be, except that no one dares write about it. Ever since it was featured on the cover of Gary Gygax’s Dungeon Masters Guide in 1979 (above left), the opulent city of efreet floating on the Elemental Plane of Fire has loomed large in the imaginations of Dungeons and Dragons players around the world. But beyond a single tale from the Arabian Nights, there’s been precious little to feed those eager minds.

So I was intrigued to read the details of The City of Brass, the upcoming debut fantasy from S. A. Chakraborty, which has been described as a blend of The Golem and the Jinni, The Grace of Kings, and Uprooted. It’s a tale of a magical Middle Eastern kingdom, and a clever and young con artist with strange gifts. It arrives in hardcover from HarperVoyager next week.

Nahri has never believed in magic. Certainly, she has power; on the streets of eighteenth-century Cairo, she’s a con woman of unsurpassed talent. But she knows better than anyone that the trades she uses to get by — palm readings, zars, and a mysterious gift for healing — are all tricks, both the means to the delightful end of swindling Ottoman nobles and a reliable way to survive.

But when Nahri accidentally summons Dara, an equally sly, darkly mysterious djinn warrior, to her side during one of her cons, she’s forced to reconsider her beliefs. For Dara tells Nahri an extraordinary tale: across hot, windswept sands teeming with creatures of fire and rivers where the mythical marid sleep, past ruins of once-magnificent human metropolises and mountains where the circling birds of prey are more than what they seem, lies Daevabad, the legendary city of brass — a city to which Nahri is irrevocably bound.

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Modular: Fox Trot Plays Dungeons & Dragons

Modular: Fox Trot Plays Dungeons & Dragons

FoxTrot_OrlandoBill Amend’s Fox Trot is a comic strip that ran daily from 1988 into 2006, then switched to a Sunday-only format. Still around today, it tells the story of the Fox family. Dad Roger is a loveable goober who wishes he was better at golf and chess. Mom Andy is the common sense core of the family unit. Sixteen year old Peter is a wannabe athlete, with fourteen year old Paige a typical teenage girl. And ten year old Jason lives to torment Paige and is a school geek. He’s got a pet iguana named Quincy who acts like, well, an iguana, but can really be the center of a strip.

The dynamics and shifting alliances of the three kids are instantly relatable to anyone who grew up with at least one sibling. as Calvin and Hobbes’ creator Bill Watterson wrote in the introduction to the first collection:

Fox Trot particularly captures the Machiavellian nature of adolescents. The balance of power between Peter, 16, Page, 14 and Jason 10, is a constantly bartered commodity, and alliances are fragile and short-lived. No collusion will survive an opportunity to get a sibling in trouble, and hesitant parents are goaded with the cry of, ‘Punish him! Punish him! Ground him! Ground him!’

Meanwhile, the challenges of parenting and marriage are amply represented by Roger and Andy. It’s one of my all-time favorite strips and with my nine year old son going through all my collections, I’m enjoying the Fox family all over again.

Jason is a Black Gate kid. His interests are all over pop culture: Star Wars, Star Trek, Lord of the Rings, horror (he loves Halloween, to his family’s pain), Christmas lists, Indiana Jones (even Young Indiana Jones) and cultural tropes such as westerns and Sherlock Holmes. Naturally, being a brainy geek, he’s into Dungeons and Dragons, usually playing with his best friend, Marcus. One rainy spring break, Paige found herself lured into playing D&D with Jason.

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New Treasures: Deadlands: Boneyard by Seanan McGuire

New Treasures: Deadlands: Boneyard by Seanan McGuire

Deadlands Boneyard-small Deadlands Boneyard-back-small

I must admit that my first thought on laying eyes on Deadlands: Boneyard was, “What the heck is Seanan McGuire doing writing a gaming tie-in?”

After all (as the cover of Boneyard proudly boasts) McGuire is a New York Times bestselling author all on her own, for her zombie Newflesh series (published under the name Mira Grant). It’s not often you see bestselling writers dabbling with game books. But who knows? Maybe she’s always wanted to write a Weird Western. Maybe she loves the Deadlands setting. Or maybe she promised Jay Lake she’d do it. (The dedicated to Boneyard reads, “For Jay Lake. Didn’t I always promise you a midway?”, whatever that means.)

But whatever the reason, I’m glad to have it. It went right to the top of my Halloween reading pile this year.

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Dead Ahead: Diablo 3: Rise Of The Necromancer

Dead Ahead: Diablo 3: Rise Of The Necromancer

Diablo 3 Necro

The Priests of Rathma — or necromancers, as outsiders call them — have long remained shrouded in mystery. Deep within the jungles of Kehjistan, they train to preserve the delicate balance between the forces of life and death. Now Sanctuary has need of their unique power, and the Priests of Rathma will answer. (src)

Diablo is one of the most beloved and revered game series. The hack and slash Role Playing Game has defined the roguelike genre of video games for over 20 years. Rise of the Necromancer is the second expansion for Diablo 3, resurrecting a popular hero last seen in Diablo 2.

Traveling from the eastern jungles of Sanctuary, the Necromancer, as a member of the Cult of Rathma,  has sworn to preserve the cycle of life and death. Since the arrival of the falling star, the dead have risen in great numbers and threaten to destroy all life. The Necromancer, with powers thought to be horrific by most mortals, understands the true threat to life, the overwhelming numbers of the dead. Due to this imbalance, the Necromancer is sent by his master to join the fight against the Lords of Hell.

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Avalon Hill Tries a D&D Boardgame: Betrayal at Baldur’s Gate

Avalon Hill Tries a D&D Boardgame: Betrayal at Baldur’s Gate

Betrayal At Baldur's Gate-small

I’ve been fascinated by the D&D Adventure System cooperative play games, which include Temple of Elemental Evil, Castle Ravenloft, Legend of Drizzt, and Wrath of Ashardalon, because apparently they can all be used together in one giant uber map of fun. (I don’t know for sure, of course, because my copies are all still in shrinkwrap and buried in the basement, but I think that’s the general idea.)

There’s been a pretty consistent drumbeat of releases in the series, including two others just this year, Assault of the Giants (February 15, 2017) and Tomb of Annihilation (October 18, 2017) — so much so that it sometimes seems that Wizards of the Coast has wholeheartedly embraced the industry’s shift away from tabletop RPGs towards board games by gradually turning D&D into a top line board game brand. I don’t think their board game releases outnumber their RPG supplements for 2017, but it’s probably getting close.

I heard plenty about Assault of the Giants, and ordered a copy over the summer, and I’ve seen a lot of recent chatter about Tomb of Annihilation. But October’s other D&D board game release, Betrayal at Baldur’s Gate (October 6, 2017), took me completely by surprise. In fact, I’d probably still be blissfully ignorant if I hadn’t seen an Oct. 3 Facebook post from Games Plus  (hat tip to Arin Komins for the link).

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Modular: Tabletop Terror in the Tomb of Annihilation

Modular: Tabletop Terror in the Tomb of Annihilation

Tomb of Annihilation-smallAs the season of ghosts and ghouls is upon us, it’s a good time to have a terror-filled gaming experience. The most recent Dungeons & Dragons 5th edition adventure book, Tomb of Annihilation (Amazon), provides a good framework for a unleashing undead horrors upon a group of innocent fantasy adventurers.

Tomb of Annihilation is set in the land of Chult, an Africa-inspired continent setting in the Forgotten Realms. The players begin in a thriving metropolis, Port Nyanzaru, in which adventurers can race dinosaurs for fun and profit. As they move deeper into the jungles of Chult, investigating a powerful death curse that affects resurrected people throughout the world, they eventually come upon an ancient temple that is under the sway of a powerful archlich. Along the way, the players will interact with tribal shamans, zombie dinosaurs, and flying monkeys.

This isn’t the first 5th edition adventure that fits well thematically with a horror-based mood. Curse of Strahd (Amazon) re-invents the gothic horror of the Ravenloft setting, while Out of the Abyss (Amazon) explores demonic enemies spreading throughout the Underdark. The collection of deadly dungeons Tales of the Yawning Portal (Amazon) contains the chapters Dead in Thay and Tomb of Horrors.

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The Expedition Into the Black Reservoir: A Dungeon Adventure at Greyhawk Castle by Gary Gygax

The Expedition Into the Black Reservoir: A Dungeon Adventure at Greyhawk Castle by Gary Gygax

The Expedition Into the Black Resevoir Gary Gygax

The early days of D&D have been chronicled many times, in Shannon Appelcline’s excellent Designers and Dragons books, Michael Witwer’s Empire of Imagination, David Kushner and Koren Shadmi’s Rise of the Dungeon Master: Gary Gygax and the Creation of D&D, and a rapidly growing corpus of gaming history texts. When an era you lived through in your teens now has its own shelf in the history section, you’re getting old.

Still, there are plenty of unchronicled tidbits of gaming history out there, and I stumbled on one this weekend. In 1974 Gary Gygax, strapped for marketing cash for his just-released adventure game Dungeons and Dragons, agreed to contribute two articles to issue 12 of El Conquistador, a Chicago small press magazine devoted to play-by-mail Diplomacy leagues and general wargaming, in exchange for a full-page D&D ad. The first article was “Postal Brotherhood,” a short piece on play-by-mail gaming, a pastime that was already dying (and was fully dead less than two decades later).

The second was vastly more interesting: a four-page story that’s believed to be the first Greyhawk tale ever published.

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Modular: A First Look at Elite Dangerous Role Playing Game

Modular: A First Look at Elite Dangerous Role Playing Game

256 New COREBOOK Mockup
Clearly a labor of love

Yes, you read that right!

Elite Dangerous, the current incarnation of the granddaddy of all immersive video games, now has its own tabletop roleplaying game, and I’m sitting here with a review copy.

The problem with the video game is that, even with the new ability to land on airless worlds and trundle around in AFVs, it’s essentially space exploration on the radio. You don’t get to land on the worlds with interesting cultures and brawl with gangsters or tread the mean streets, or avoid being the main course at a barbaric religious ceremony. A tabletop roleplaying game has the potential to supply those missing experiences. But does the franchise really need its own game? (As you’ll see, “Yes, actually.”)

EDRPG 256 Book Spread 1
Well written, beautifully illustrated

Frankly, I half-expected Elite Dangerous Role Playing Game (EDRPG) to be a cynically put together I can’t believe it’s not Traveller-lite (please don’t send round lawyers with pulse lasers) with a detailed trade mini-game. Instead I found myself reading what’s clearly a labor of love that emulates a different corner of the Star Punk genre, and does so with an emphasis  — in the core rules — on what you do when you’re not trading. It’s also loaded with material pitched for beginner GM’s, but — again in the core rules — assumes some familiarity with the computer game; not disastrous, but  confusing if you haven’t played Elite seriously in four decades (I’m told there will be free material on the website to help with this).

Given Elite Dangerous has 2-3 million players, and a cult of enthusiasts who enjoy the “shared” part of “shared escapism,” Elite Dangerous Roleplaying Game promises to be an instant modern classic. It’s a good thing, then, that the game mechanics are elegant, but more refined than innovative, which is what you want in something obviously intended as a workhorse to support happy years of sandbox gaming.

Let me unpack some of that.

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