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Support an Exciting New Magazine of Sword & Sorcery: Tales From the Magician’s Skull

Support an Exciting New Magazine of Sword & Sorcery: Tales From the Magician’s Skull

Tales from the Magician's Skull-small

Here’s the best news I’ve heard all month: Goodman Games, publisher of the excellent Dungeon Crawl Classics line of old-school RPG adventures, has launched a brand new magazine of Sword & Sorcery, Tales From the Magician’s Skull. The editor chosen to helm this groundbreaking project? None other than our very own Howard Andrew Jones. Here’s Howard with the scoop.

A gong shivers…
The mists part to reveal a grisly object lying upon a mound of rubble, a browned and ancient head with one glowing, malefic eye…
It speaks, in a voice of cold command: “Silence, mortal dogs! It is time now for
TALES FROM THE MAGICIAN’S SKULL!
Goodman Games [has launched] the Kickstarter for the exciting new sword-and-sorcery magazine inspired by Appendix N. I am mightily pleased to be the magazine’s editor, and I’ve had a blast assembling it with Joseph Goodman. We’ve been working together for almost a year, and I’ve got to tell you that the result is GLORIOUS. Just check out that Jim Pavalec cover.

The first issue, with stories by James Enge, John C. Hocking, Chris Willrich, Howard Andrew Jones, C.L. Werner and others, truly is a knockout. The Kickstarter funded in less than 24 hours, and continues to gather momentum. Make a pledge, and make sure you get your copy of the the first issue of what’s sure to be one of the most important magazine launches of the decade. And check back here this week for a 3-way interview with publisher Joseph Goodman, Howard Andrew Jones, and the grinning skull itself!

Diplomacy and Trade in the Vastness of Space: Among the Stars by Artipia Games

Diplomacy and Trade in the Vastness of Space: Among the Stars by Artipia Games

Among the Stars-small Among the Stars-back-small

I’m still processing all the treasures I brought home from the Games Plus Fall auction on Saturday. Things move fast at the auction, and you frequently have to make a snap decision to make a bid, or lose your chance forever. So more than once I raised my bidding card while thinking “What the heck is that thing?”

That was the case with Among the Stars, a peculiar board game/card game hybrid… that I ended up winning for $16. It wasn’t until I took it home that I was able to puzzle out exactly what it was. (And truth to tell, I’m still not 100% sure. But Amazon has it listed for $69.99, so whatever it turns out to be, my copy was a bargain.)

I expected it to be another 4X game (explore, expand, exploit, exterminate), but it’s quite a bit more original than that. Play focuses on construction of a vast station in space, and there doesn’t appear to be any exploration or combat at all. Several sources refer to the game as 7 Wonders in space, but that doesn’t really help me much, as I’m not familiar with 7 Wonders either. Best I can puzzle out, Among the Stars is an essentially conflict-free game of competitive trading and diplomacy in space, as players strive to build a space station in a galaxy crowded with alien life.

It was a 2015 Origins Awards nominee for Best Card Game. Here’s the description.

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The Past Remembered

The Past Remembered

oie_945629XusRtgBBLast week I attended the funeral for my friend Densel’s wife, Sheryl. As these things tend to, it spawned a reunion of friends who don’t see each other anymore. Densel was a major hub of roleplaying on Staten Island, and our love for our friend, and each other, grew from our meeting together to play Dungeons and Dragons. Only in recent years have I learned that while he was gaming with me and my group, he was moonlighting with other groups all across the Island. He is single-handedly responsible for more people playing D&D on Staten Island than any other person I know.

The first time I met Densel was when his friend, Desmond, brought him to Boy Scouts to play violin for us and join our troop. He was a six-foot-four, sixteen-year-old black kid and I was a five-foot-four, eleven-year-old white kid. Though five years older than I, we hit it off. What really connected us were the three wildly illustrated pamphlets he brought on a camping trip: Dungeons & Dragons, Greyhawk, and Blackmoor. One of his older brothers had gone to school in Wisconsin and brought the game back to Staten Island with him. When we saw Densel reading them, a couple of us younger guys asked him what they were. When he asked if we had read Moorcock or Tolkien and we said yes, he then asked if we would like to play a game where we could be knights and rangers. Without hesitation, we said yes.

We didn’t play the game properly. Mostly, it was just us talking about the characters we wanted to play and then Densel talking us through adventures. It didn’t matter that I wasn’t really learning the game; I was hooked by the idea of roleplaying. The illustrations from those original books are a major part of what I believe fantasy should look like. The thought of getting caught up in playing someone like Elric or Aragorn blew my eleven-year-old mind.

Densel aged out of scouts and I didn’t see him again for a couple of years. I was still finishing grade school and he was getting ready to enter college. It was then that I started playing D&D for real with my immediate circle of friends. Both my neighbor and I got the boxed Basic Set for Christmas. For two years we played relentlessly; and I mean relentlessly. For anyone who played the game in that first flush of its popularity in the late 1970s, you know what I mean. Every free weekend was spent playing, and the days between designing dungeons and drawing maps. Soon I was building up a shelf of hardcover Advanced D&D manuals. Almost any money I earned or got as a gift was plowed into the game.

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The Subtle Art of Game Speculation

The Subtle Art of Game Speculation

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I collect a lot of games. They’re not all winners. For example, I stupidly purchased not one but two copies of the massive StarCraft: The Board Game from the clearance section of a toy store in 2007. I thought my kids — who were gonzo for the Blizzard computer game at the time — would show a least a little interest, but they never did. Just because a game is heavily discounted doesn’t mean it’s a good buy. I kicked myself for making a dumb impulse purchase, and stashed the games in my basement.

Flash forward a decade to today, as I’m sitting in the front row of the Games Plus Fall auction in Mount Prospect, Illinois. It runs over four days, but the Saturday auction is reserved for science fiction games and RPGs. There are thousands sold to collectors and enthusiasts from all over the Midwest. And what to my astonished eyes was one of the most hotly sought-after items? StarCraft: The Board Game, which is apparently both rare and highly desirable, at least in good shape. The first copy to be offered up, a perfect copy still in the shrinkwrap, caused a frenzy of bidding, and sold for $112. Not bad for a game I paid $30 for in a discount bin ten years ago.

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Modular: Starfinder Alien Archive — Clark Ashton Smith meets Douglas Adams (with visuals by Ray Harryhausen)

Modular: Starfinder Alien Archive — Clark Ashton Smith meets Douglas Adams (with visuals by Ray Harryhausen)

256 Starfinder Alien Archive
Starfinder Alien Archive — due  October 18th
256 Kurtzhau the GM
“Kurtzhau,” 13, our local Starfinder GM

Though writers are notoriously not always the best parents, I’m a Good Dad right now. I got us a preview copy of the forthcoming Starfinder Alien Archiveit’s due out October 18th.

Kurtzhau, my 13 year old son who’s currently GMing the game for his mates, rates it as “Awesome.”

I concur.

80+ new aliens (depends on how you count), 20 playable races (some delightfully nuts ), lots of alien tech, each entry a rich adventure seed in its own right and rules for building your own NPC aliens.

Lovely illustrations. Good writing. And it’s got a sort of creative gravitas. Nothing here is throwaway.

Take the Void Hag.

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Modular: Starfinder Under the Hood – Character Creation

Modular: Starfinder Under the Hood – Character Creation

256 Starfinder CoreWhen playing Dungeons & Dragons or other fantasy RPGs, have you ever wanted to play a space wizard? A gnome with a jet pack? Or a fighter with a flaming laser sword and a force field?

These options are all available to you in the new Starfinder RPG (Paizo, Amazon). Paizo has built the new science fantasy game to explore the distant future of their Pathfinder universe. Though I’ve been excited about it for over a year, since it was first announced, I’ve only just gotten the opportunity to play a full game of it.

So now that the game is more than an abstraction … now that I’ve actually rolled the dice and taken some damage … does it still hold up like I was hoping? Honestly: Even better.

But rather than just singing the praises of the game (which I’ve and others have already done here and here and elsewhere), I’m going to dive a bit deeper into how the game is similar – and different – from the Pathfinder game that we know and love.

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Modular: Successful Adventuring — Or, Staying Alive & Getting the Gold

Modular: Successful Adventuring — Or, Staying Alive & Getting the Gold

Adventuring1_GloamholdCreighton Broadhurst is the founder and head honcho of Raging Swan Press, one of Pathfinder‘s leading third party publishers. His Shadowed Keep on the Borderlands is the spiritual successor to the old moat house in The Village of Hommlet. Creighton plays Pathfinder, but he approaches the rules-heavy game with an old school style, which is something I’ve been trying to figure out for myself.

His blog features lots of lists: GM advice, player tips, favorite modules, etc.. I broke his 25 Dungeon Delving tips into Parts One and Two and added my own comments (nothing like letting somebody else do the heavy lifting for a good post!). It seemed to work and Creighton didn’t mind, so I’m going to write some more Modular posts along those lines, like this one.

The Principles and bolded text below are Creighton’s, followed by my comments. Please share your thoughts on these principles and definitely go check out Creighton’s blog: it’s got a lot of great stuff for both players and GMs. And if you’re looking for some products to help out with your game, head on over to Raging Swan Press.

Selection and Maintenance of the Goal

A single, unambiguous goal is the keystone of a successful foray. Selection and maintenance of the goal is the master principle of adventuring. Do not get sidetracked or distracted; that way, disaster lies.

This is the opposite of the “Ooh, shiny object” approach. It’s so easy to get off track and chase after the ‘thing of the moment.’ Rumor of a dragon in the mountains, let’s go get him! Treasure in a cave outside of town? We’re on it! Heard a sound down that tunnel, turn left.

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Axiom Verge: Retro Gaming At Its Finest

Axiom Verge: Retro Gaming At Its Finest

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Over the past few years retro-gaming has been on the rise. From the NES Classic, to the upcoming AtariBox, many companies are releasing games and devices that pull at your nostalgia, allowing you to relive some of the gaming moments from your past.

Along with retro gaming, indie game development has rocketed over the past few years. Independent game developers with small budgets and small teams are creating new games and experiences in a variety of genres, leading to the creation of compelling stories and incredible pieces of art.

In 2015, Thomas Happ created a sci-fi game that matched the wonder and exploration of a nearly bygone era. An era of 2 dimensional side scrolling games, featuring exploration, with an emphasis on combat, puzzle solving, and powerups.  This game is called Axiom Verge.

Axiom Verge features many of the game mechanics from classics such as Zelda, Castlevania, and Metroid. This game and many others similar to it are often categorized as a “metroidvania” game. The comparisons between Axiom Verge and Metroid are more than a subtle nod, with the difference being Axiom Verge takes those ideas and expands on them.

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Modular: A First Look at Starfinder 1: “OMG! All Your Trope Are Belong To Us”

Modular: A First Look at Starfinder 1: “OMG! All Your Trope Are Belong To Us”

256 Starfarer Combat Technician Pic
Well-authored and beautifully illustrate
256 Starfinder Core
Does for Science Fantasy what Dungeons and Dragons did for “traditional” Fantasy.

“Dad, we can’t get the Starfinder combat system working…”

“Look, Son, it’s a D20 system, so Armor Class reduces the chance of being hit, rather than absorbs damage.”

“OK. I get it now! You’re the best, Dad!”

(Tousles hair) “That’s what Dad’s are for, Son.”

OK it didn’t quite go like that. For a start, I did not in fact tousle my 13-year-old son’s hair since (a) it’s shoulder length and he gets cross if you tangle it, and (b) he’s 13. Even so, it was a “life’s full circle” Country and Western moment of the same order as when non-geeks teach their kids to throw a rabbit or skin a baseball or whatever.

However, Kurtzhau was indeed encountering a D20 system for the first time, the engine at the heart of Starfinder, Paizo’s new Science Fantasy (it uses that term in the text!) system, with which he’s pretty much fallen in love. The blurb says it all.

The Starfinder Roleplaying Game puts you in the role of a bold science-fantasy explorer, investigating the mysteries of a weird and magical universe as part of a starship crew. Will you delve for lost artifacts in the ruins of alien temples? Strap on rune-enhanced armor and a laser rifle to battle undead empires in fleets of bone ships, or defend colonists from a swarm of ravenous monsters? Maybe you’ll hack into the mainframe of a god-run corporation, or search the stars for clues to the secret history of the universe or brand new planets to explore. Whether you’re making first contact with new cultures on uncharted worlds or fighting to survive in the neon-lit back alleys of Absalom Station, you and your team will need all your wits, combat skill, and magic to make it through. But most of all, you’ll need each other.

Inspired by my son’s enthusiasm, I decided to take a look myself…

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GenCon 2017 Pt. 4 – Catch Up Edition

GenCon 2017 Pt. 4 – Catch Up Edition

Company of Iron_TOPI’ve covered a number of new games that I saw at Gen Con, including fantasy deck-building games, science fiction games, and youth games. Some games, though, are hard to classify under a large thematic umbrella, defying the tight boxes of genre. Here I’d like to touch on some of those games.

Privateer Press

One of my favorite miniature war games is Warmachine, created by Privateer Press. In fact, my first article with Black Gate was an essay on their Iron Kingdoms RPG line. At that time, the Iron Kingdoms RPG was built on the D20 system, and it’s now a standalone RPG line … but Privateer Press is really known for their miniature line.

In Warmachine, you create an army commanded by a unique warcaster, and comprised of their large, magical, steaming metal constructs called warjacks, supported by units of troops, solo soldiers, and officers. Their companion game, Hordes, is fully compatible, but the warlocks in Hordes use a slightly different magical mechanic to command their feral, rampaging warbeasts. You assemble an army by picking one of the available factions, and then buying, assembling, and (hopefully) painting your miniatures to represent your completed army. The folks over at Penny Arcade have recently begun broadcasting full games of Warmachine for your viewing pleasure, if you want to see what it’s all about. But Privateer Press has major expansions on the horizon for their game lines.

This summer, Privateer Press released Grymkin: The Wicked Harvest, a dark fey-themed faction for Hordes. These are some truly great miniatures, from the child warlock known just as The Child (complete with her companion and protector, Dolly) to the warlock The Dreamer (along with three solos representing fragments of her dream power) to the grotesque porcine Piggybacks and the darkly amusing Neigh Slayers. Words really can’t do these miniatures justice, so check them out on the website.

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