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What Lies Beyond The Yawning Portal? Some of the Best Adventures in Gaming

What Lies Beyond The Yawning Portal? Some of the Best Adventures in Gaming

Tales From the Yawning Portal-smallNow here’s a splendid idea, long overdue. Next month Wizards of the Coast is releasing an anthology of some of the finest D&D adventures ever created — including Gygax’s masterpiece Against the Giants, and the insidious and infamous Tomb of Horrors — under one cover, all updated for use with the Fifth Edition of the rules. There’s a lot of excitement building for this book, and rightly so… it’s a great way for modern players to experience some of the classic dungeon crawls that transformed early players into life-long gamers a generation ago.

Dread tales told in the dead of night!

When the shadows grow long in Waterdeep and the fireplace in the taproom of the Yawning Portal dims to a deep crimson glow, adventurers from across the Forgotten Realms, and even from other worlds, spin tales and spread rumors of dark dungeons and lost treasures. Some of the yarns overheard by Durnan, the barkeep of the Yawning Portal, are inspired by places and events in far-flung lands from across the D&D multiverse, and these tales have been collected into a single volume.

Within this tome are seven of the most compelling dungeons from the 40+ year history of Dungeons & Dragons. Some are classics that have hosted an untold number of adventurers, while others are some of the most popular adventures ever printed. The seeds of these stories now rest in your hands. D&D’s most storied dungeons are now part of your modern repertoire of adventures. Enjoy, and remember to keep a few spare character sheets handy.

For use with the fifth edition Player’s Handbook, Monster Manual, and Dungeon Master’s Guide, this book provides fans with adventures, magic items and deadly monsters, all of which have been updated to the fifth edition rules. Explore seven deadly dungeons in this adventure supplement for the world’s greatest roleplaying game.

Tales from the Yawning Portal will be released in hardcover on April 4. It includes the following seven adventures.

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7th-9th April is Conpulsion! Edinburgh’s Ultimate Roleplaying and Tabletop Convention!

7th-9th April is Conpulsion! Edinburgh’s Ultimate Roleplaying and Tabletop Convention!

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Scotland’s biggest weekend gaming convention
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I’ll be doing a writing workshop based on my Storyteller Tools

If you’re anywhere near Edinburgh, then don’t miss Conpulsion this Easter!

It’s basically Valhalla for geeks, a temporary Nerdtopia — think Burning Man, but with less sun and more dice.

We’re talking two and a bit days of actual table top gaming in a popup community that you wish would just settle down and start its own township!

It’s Scotland’s biggest weekend gaming convention, and it is a splendid experience. (See reviews for 2014 and 2o15)

There are dozens of roleplaying games squirrelled away in the Gothic venue’s labyrinth, all refereed by experienced GMs. These run morning, afternoon and evening, so it really is possible to roleplay solidly for two days.

There are whole areas devoted to modern board and card games, some of them entirely new, plus various LARP games and panel discussions.

There’s also always wargaming going on, especially X-Wing and Warhammer 40K, but also games you  won’t have heard of, or are yearning to try.

The atmosphere is inclusive and have-a-go, with roleplaying sessions aimed at a range of ages and experiences, and board and wargames hosted by enthusiastic demonstrators.

Overall it’s a really good chance to try out — or at least, watch — the kind of games that look tempting but are a bit too expensive to just buy on the off-chance that they are any good. It’s also the place to pick up copies of games without having to pay shipping —  a refreshingly retro experience in an era when the Internet is usually cheaper.

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Goth Chick News: A LARPing We Will Go…

Goth Chick News: A LARPing We Will Go…

Black Gate LARP-small

The conversation in the office at my day job was, for once, interesting this week. I overheard several of the engineers discussing LARPs, meaning Live Action Role Play, an activity with which I only have a nodding familiarity. The topic occasionally comes up at the various Cons we cover each year, in the context that cosplayers are sometimes also LARPers.

As there was no way I was going to blow my Black Gate cover by jumping in the middle of the engineers’ discussion, I decided to do a bit of investigation on this topic. I became curious to know how popular LARPs actually were, what type of scenarios are explored and who were the people engaged in the activity?

First, to begin as they say, at the beginning…

LARP is described as one-part improvisational theater, one-part reenactment and one-part role playing game. As you may have guessed, it owes its structure origin to Dungeons and Dragons. Like D&D, a game master or GM (vs a dungeon master) determines the rules and the setting of the game, and may also influence events or act as a referee during play. Unlike D&D where players build and describe their characters through a narrative, LARP players take on the physical role of their player character (PC) and act out the storyline in a real environment.

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Modular: Dungeons That Fight Back: 13th Age: Bestiary and Eyes of the Stone Thief from Pelgrane Press

Modular: Dungeons That Fight Back: 13th Age: Bestiary and Eyes of the Stone Thief from Pelgrane Press

13th Age Bestiary-small Eyes of the Stone Thief-small

This past Saturday was the bi-annual Games Plus auction in Mount Prospect, Illinois, an event I celebrate every year (usually by massively blowing my budget in a prolonged bout of auction fever). A lot of folks attend looking for collectible vintage SF & fantasy games, and there’s certainly plenty of those to be had. But the chief reason I go is to find bargains, and especially bargains on new games. Heck, the big reason I sit in an uncomfortable metal chair for seven hours is just to see all the new games that flash by (and to see which ones the crowd goes nuts for). It’s sort of like attending a Paris fashion show for games, a comparison I’ve made previously.

When you’re sitting in the front row and the auctioneer starts fast-talking about a fascinating new game you’ve never seen before, you need to be ready to make a quick assessment. Is it a rare out-of-print title, like that copy of Victory Point Games’ Darkest Night I foolishly let get away for $40? Or are copies still available on Amazon for 20 bucks, like that Star Trek: Five Year Mission from Mayfair Games I agonized over? I kept my smartphone handy, and got pretty adept at fast-thumbing online prices as the auction progressed.

I made out pretty well this year, carting home seven big boxes of games — including plenty that fell into both categories. Some of my most intriguing purchases included Krosmaster Arena (for $20), Z-man Games Tragedy Looper ($10), City of Horror ($12), a shrinkwrapped copy of SoulJar Games’ Torn Amor ($15), and even an unread copy of KenzerCo’s Cattlepunk Chronicles ($5). But when I got home, there was one item I wanted to get my hands on immediately, and I dug through all seven boxes until I found it (nestled at the bottom of the seventh box, naturally): Eyes of the Stone Thief, a massive adventure supplement for the popular 13th Age RPG from Pelgrane Press. Along with it I won a copy of the 13th Age Bestiary, a full color monster compendium for the same system.

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Modular: James Sutter Fields Some Starfinder RPG Questions

Modular: James Sutter Fields Some Starfinder RPG Questions

starfinderPaizo Publishing is a major force in the fantasy gaming industry, having taken the core mechanics of Dungeons & Dragons edition 3.5 and transforming it into the Pathfinder RPG, an impressive stand-alone game system in its own right. Beyond the core tabletop roleplaying game, Pathfinder has also diversified out into the Pathfinder Tales series of novels, the various versions of the Pathfinder Adventure Card Game (including a digital edition), audio dramas, comic books, and ever-expanding other platforms and formats.

But ultimately the Pathfinder game is set in a fantasy adventure world, and retains the feel of the Dungeons & Dragons adventures from which it was derived.

Last fall, Paizo announced a new game system that would take them into the distant future with their Starfinder RPG, and would set a far more distinctive course. This is a game that will take the basic Pathfinder mechanics, but translate them into a far future space opera style of setting.

Last fall at GenCon, I spoke with the Creative Director of Starfinder, long-time Black Gate friend James L. Sutter. In addition to being the author of a couple of great Pathfinder Tales novels, Death’s Heretic and The Redemption Engine, James is also the author of the recent Pathfinder Campaign Setting: The First World, Realm of the Fey (Amazon, Paizo), a supplement that explores a portion of the Pathfinder setting that I have long been hoping would get some additional attention.

Between our GenCon discussion and subsequent information, such as a great GameInformer interview, we got new information about the new classes and races, the backward compatibility with Pathfinder, and some hints about what to expect from starship combat. Everything about this game is looking and sounding great.

Toward the end of January, I ran into James again at the Detroit convention ConFusion, and asked him if I could buy him a beer and riddle him with some additional questions.

He said no.

Instead, he asked if I could e-mail him the questions, because he was heavily booked over the weekend. Below is our exchange, which I hope sheds some some new light on what to expect from the Starfinder RPG, due out from Paizo this August (and available for preorder now).

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GDW Co-Founder and Game Designer Loren Wiseman Has Died

GDW Co-Founder and Game Designer Loren Wiseman Has Died

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Just a few of the classic SF games pubished by GDW

I heard from my friend Jolly Blackburn that gaming pioneer Loren Wiseman died yesterday.

Wiseman was a name well known to old-time gamers. With Frank Chadwick, Rich Banner, and Marc Miller, he co-founded legendary publisher Game Designers’ Workshop in 1973. GDW published some of the greatest SF and fantasy boardgames and RPGs ever made, including Traveller, Twlight 2000, Space 1889, Gary Gygax’s Dangerous Journeys, Imperium, Fifth Frontier War, Mayday, Azhanti High Lightning, Dark Nebula, and countless others (Wayne’s Books has a nice summary of the Traveller Universe board games, and there’s a compete list of GDW’s gaming output at Wikipedia).

Many tributes have been pouring it on Facebook and other places — including one from Jolly, who credits Wiseman with giving him his start in the gaming industry. In addition to his lengthy list of credits as a game designer and publisher, Wiseman was also editor of the Journal of the Travellers Aid Society and Challenge magazines. After GDW closed in 1995 he joined Steve Jackson Games, where he became the Traveller Line Editor. He received the Origins Award for Best Role-Playing Adventure (for Twilight: 2000 Going Home) and was inducted into the Origins Hall of Fame in 2003.

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Modular: Rethinking the OSR through Modiphius’s Conan – Adventures in an Age Undreamed Of

Modular: Rethinking the OSR through Modiphius’s Conan – Adventures in an Age Undreamed Of

ConanRPGWell, many of you don’t need to be told that Mophidius’s Conan: Adventures in an Age Undreamed Of is out. Well, maybe it’s not quite out: for those of us who require a hard copy, word is it won’t be shipping until sometime in June. But backers and shoppers now have access to PDF copies of the Conan Core Book and a collection of adventures entitled Jeweled Thrones of the Earth.

I became a backer quite late in the game. Indeed, it couldn’t have been much more than a month ago. I’m not sure why I was late. I’m almost certain I looked at the Kickstarter when it was announced but probably initially passed it over because I assumed that so much of the Conan material probably was done “better” (as in open to additional literary inspirations) in the “conventional” rpgs (D&D and its clones) with which most of us already are familiar.

Curiosity is what made me change my mind. Modiphius was offering free “Quick Start” rules in PDF form. I downloaded them and read them all, including the introductory adventure. Contrary to what some others on this site have reported, I was absorbed and excited by the rules set. I didn’t run the adventure because, well, I write my own adventures. And, outside of egotism, the main reason I don’t run other people’s adventures is because I can’t see how most of them can work. At one point in the introductory “To Race the Thunder” adventure, it reads,

With no hope of joining or rescuing the forces inside the fort, the player characters’ only hope is to strike out to the settlements, to warn the settlers, gathering them and helping them across the Thunder River to safety. The banks of the Thunder River are their only hope at this point, else they will all end up as corpses, cooling as their life-blood sinks into the black and hungry earth.

Are you kidding me? If my players are told they can’t possibly get into the fort, you can be certain that that is the one and only thing they obsessively will try. And with me as GM, they very likely will succeed.

And with that observation, I have come to the thesis of this article: rethinking the OSR in light of what I have learned from reading the new Conan RPG. The OSR, as many of us need not be told, stands for Old-School Renaissance (or Revival, or Roleplaying). And I am fascinated and excited by it. For the few of us who don’t know already, broadly speaking the OSR names a movement in the tabletop rpg industry that is regressive, perhaps nostalgic, a return to iterations of D&D that were popular before the third edition (or d20 system) of the rules. This return was facilitated by “retroclones” made legal under the Open Game License. Examples of retroclones are Swords & Wizardry, Castles & Crusades, Dungeon Crawl Classics and a host of others that might be impossible to enumerate. And to add to this OSR, players no longer need “return” to revised versions of the old rules but can purchase the actual old rules outright from Wizards of the Coast, because the latest owner of the D&D property now has released virtually its entire back stock in PDF and print form.

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Modular: Dungeon Delving Tips – Part I

Modular: Dungeon Delving Tips – Part I

Delving_partyI’m a big fan of Creighton Broadhurst and his Raging Swan Press. Along with Frog God Games, they make my favorite Pathfinder stuff. And Creighton’s blog is full of great ponderings for players, GMs and even game designers.

He often comes up with some neat lists on wide-ranging topics. One that I liked was his ‘25 Dungeon Delving Tips.’ We’re going to look at the first dozen this week, with the remainder coming in a follow-up post.

Each tip, along with some of Creighton’s commentary, is italicized (as is his brief intro below). My own comments follow underneath in plain text. So, have at it!

25 Dungeon Delving Tips (Part One)

Dungeon delving is a jolly dangerous business. Some adventurers are lucky. Others are stupid while many are unprepared. Thus, the bones of countless adventurers lie mouldering far from the warmth of the sun. 

With that in mind, and in no particular order, here are… tips to make your dungeon delving just a little bit safer.

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Modular: How to Defeat an Ancient Red Dragon in D&D with a Low-Level Party

Modular: How to Defeat an Ancient Red Dragon in D&D with a Low-Level Party

Red_DragonYou’ve got a huge ancient red dragon that has flipped out. It’s on the rampage. You must stop it or the devastation will be severe and widespread. You have a couple dozen volunteers willing to make the ultimate sacrifice to save hundreds or even thousands, but to what avail? What the hell can you do to defeat an ancient red dragon?

Actually, there is a way, even with low-level warriors. But it’ll take some coordination and three necessary components:

  1. You need quite a few volunteers, both the ones who will be in front-line battle and others willing to distract and pre-occupy the dragon (probably by being slaughtered indiscriminately).

  1. You need a new or modified spell. I don’t know if there is already a spell that specifically does something like what I’m about to describe floating around out there in one of the dozens of supplements, but it doesn’t seem like a big leap to make it work in the D&D schools of magic (probably wouldn’t rate more powerful than a fourth or fifth level spell tops). This spell is cast on an item and creates a delayed teleportation effect. Should the owner of that item ever die, the item will immediately pass into the hands of another person (determined at the time of the spell casting).

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Lock ‘n Load Tactical: Heroes of Normandy

Lock ‘n Load Tactical: Heroes of Normandy

Heroes of Normandy-smallLock ‘n Load Tactical: Heroes of Normandy was one of my favorite purchases last year. I loved it so much that I made sure it was something I played on my birthday (my son enjoyed it too).

I’ve held off reviewing the game, though, because shortly after it arrived on my doorstep last year it went out of print. With a reprint due at the end of the first quarter of 2017, likely in March, and because those who place pre-orders receive a substantial discount, I thought it high time to alert Black Gate readers to the game, and the entire Lock ‘n Load Tactical series. (If this little intro is enough to convince you the game’s worth a look, feel free to skip all my prose and drop right down to the end where there’s a link to order a demo copy of the game.)

Overview

Lock ‘n Load Tactical is a revision and representation of Mark Walker’s excellent Lock ‘n Load system. The new publisher has clarified, re-organized, and revised the rules, printed them in full color with additional examples, and eliminated the need for purchases of unrelated games to play certain settings. For example, you might once have needed to own several modules before you could play some of the Lock ‘n Load World War II games. That’s no longer necessary — Lock n’ Load Tactical: Heroes of Normandy is complete unto itself.

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