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Modular: How to Introduce Kids to Tabletop Role-Playing #2: Actually GMing Kids

Modular: How to Introduce Kids to Tabletop Role-Playing #2: Actually GMing Kids

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The munchkins at your table may behave remarkably like college-age players…

GMing for kids (read part 1) is pretty much like GMing for adults ; almost too much like.

Kids — especially geeky ones — don’t evolve into adulthood in a linear way. A 10-year-old can be like a 15-year-old and a 9-year-old sharing the same brain (and same bedroom, as Warhammer figures jostle with Lego). It’s very easy to GM to their more grown-up aspects and forget their younger ones, which can then throw a spanner in the works.

Obviously, it all depends on the kids and your relationship with them. However, here’s what I’ve learned…

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Ares Magazine 4 Now Available

Ares Magazine 4 Now Available

ares-4-smallAres magazines, the Kickstarter-funded gaming publication that ships with a complete game in every issue, is now out with its fourth issue. The game this time is Extractors!, a 2-player game of mining and mech combat on a far-distant alien planet, designed by Karoly Szigetvari and Claudio De Pra.

Doriana, a Sol-like star system in the Sagittarius arm. Doriana-5, a medium sized planet barely suitable to life, is inhabited by bipedal intelligent creatures, organized in “hives.” Not as curious as us, their evolution has been slow, but they have now reached a technology level high enough to put a halt on the centuries-aged wars between hives. Dorians became aware that continuing these wars with weapons more and more deadly would lead to mutual extinction….

5 light-years away, the Avronians develop the ability to send non-living materials through space at effective speed faster than light. Carbophosphate composites, the main organic energy source on Avronia, has now become very scarce but, according to recent probe reports, it is common on Doriana-5.

Whilst most of the Avronian masters are still debating the best way to negotiate their energy crisis, groups of desperate peoples decide to send armed forces (huge semi-autonomous machines) to secure large extraction perimeters on Doriana-5….

Extractors! is a two-player game of medium complexity and medium solitaire suitability. One player controls a company of the Dorian Cellular Forces, consisting of Augmented Infantry Sections organized in cells and support vehicles. They face Avronian Machines whose AI is represented by the second player.

As always, there’s more to Ares magazine than just a game. Issue #4 comes packed with loads of original fiction and features.

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Modular: Everything You Ever Wanted to Know About The Temple of Elemental Evil

Modular: Everything You Ever Wanted to Know About The Temple of Elemental Evil

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Chainmail re-enactment of T1: The Village of Hommlet
at Garycon II, 2010 (click for bigger version)

Okay — maybe a bit of hyperbole there. About a month ago, I wrote about my favorite AD&D module, T1 – The Village of Hommlet. I mentioned that its follow-up, The Temple of Elemental Evil, was delayed for several years before Frank Mentzer completed it. Read on to learn about how Gary Gygax developed Hommlet and the Temple through play sessions and my deduction of why Temple was delayed for a few years.

Gygax and Rob Kuntz were constantly adding new levels and different environments to the dungeons under Castle Greyhawk as the players continued to eat up new content, always wanting more. Gygax began focusing his attention on developing a new region, with a campaign focusing on Hommlet and the Temple of Elemental Evil. With his game simply growing too big, Gygax split it, giving Greyhawk and its dungeons to Kuntz while he continued to work on Hommlet and the Temple.

Gygax’ son and a friend were starting to play, so Gary used the Hommlet campaign as a new, low level adventure for them, distinguishing it from the high level Greyhawk play. Gygax was busy developing TSR products and the Greyhawk Supplement (I) had come out for the Original Rules.

The Hommlet campaign was different than the Greyhawk dungeon delves. There was a village, with a smithy, an inn, a local elder, set in a rural environment. The party could role play in the village then move on to the dungeons of the Temple. It’s possible that Gygax ran players through some iterations of Hommlet and the Temple in late 1975 and into 1976.

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Get The Complete Roslof Keep Campaign from Art of the Genre for 20% Off

Get The Complete Roslof Keep Campaign from Art of the Genre for 20% Off

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BG Contributing Editor R. Scott Taylor is a true jack-of-all-trades — writer, editor, publisher, novelist, art director, and one of the most consistently popular bloggers at Black Gate. Through his own publishing house, Art of the Genre, he’s produced two acclaimed anthologies, Tales of the Emerald Serpent and A Knight in the Silk Purse, and seven novels.

His most recent project is The Folio, a series of Kickstarter-funded old school adventure modules. The Complete Roslof Keep Campaign compiles Folios 1-6, as well as six supplemental mini-adventures and the Nameless Realms Races supplement, into a giant 134-page mega-adventure. This deluxe hardcover has been designed to fit on your shelves next to the classic 1980s ‘Orange Spine’ hardcover series by TSR — it even has an original cover by iconic artist Jeff Easley. The book comes packed with 2D & 3D color maps, iconic characters, character sheets, and much more. Here’s Scott with the deets.

I’ve spent the bulk of my adult life trying to go back in time to the incredible gaming days of my youth in the 1980s. With Roslof, I got to fulfill many aspects of that dream, including producing a replica ‘Orange Spine’ hardcover with an Jeff Easley original on the front. Getting to represent the old AD&D traditions and mechanics, while also using mechanics for the latest D&D 5E, I think I’ve done a great job of mixing old and new to create something unique in the gaming marketplace.

Scott is offering the hardcover at 20% off until January 8th (by using the coupon code NEWYEARSALE) at his website. Check out the details and order your copy here.

GeekDad Selects the Best Tabletop Games of 2016

GeekDad Selects the Best Tabletop Games of 2016

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2016 wasn’t all about novels, anthologies, and collections. No no no no. There were also some terrific board games released last year, many of which are worth celebrating.

How do we know? Because game blog GeekDad tells us so! Especially in their year-end wrap-up on the Best Tabletop Games of 2016. Dave Banks kicks it off with his thoughts on the new steampunk release Scythe, which he selects as his Best Game of 2016.

When you open the box, there’s a lot there. A big rulebook and lots and lots of bits and boards and… it’s a little overwhelming. But then you get a turn or two into Scythe and realize it’s elegantly simple. Yes, there are a lot of choices to make and many paths to victory, but Scythe delivers on all the hype that surrounded the game. And it has incredibly amazing artwork that shows a steampunk-edged alternative universe that is, literally, jaw droppingly gorgeous. But the gameplay is just as wonderful. And clever. And fun, which makes Scythe my game of the year.

Scythe was released by Stonemaier Games; it’s a Kickstarter-funded project that raised $1.3 million on a $33,000 goal.

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Modular: Why Salt and Sanctuary is Making Me Salty

Modular: Why Salt and Sanctuary is Making Me Salty

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Salt and Sanctuary is the latest PS4/Windows game from developer Ska Studios, who have made a name for themselves with their unique aesthetics. Staying true to their 2D roots, the game feels like a 2D Souls-like.

However, while the game may or may not have been intended to be compared to the Souls series (Dark Souls, Bloodborne, etc), the game misses the mark on what makes those games so amazing.

A Sea Journey

The game begins with you escorting a princess to an important meeting to bring about peace. Of course the ship gets attacked, and you find yourself washed up on the shore of a mysterious island with everything trying to kill you.

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Solitaire Gaming: Hornet Leader by Dan Verssen Games

Solitaire Gaming: Hornet Leader by Dan Verssen Games

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Around the Jones household the winter is usually prime time for solitaire wargaming. It’s been so ever since John O’Neill and E.E. Knight got me hooked on board games again. And the last two winters the first game I pull out is DVG’s Hornet Leader.

It’s a bit of an odd fit for me, because I’m more of an ancient history guy, and Hornet Leader is all about modern(ish) planes. A lot of its setup is concerned with the differences between types of armaments, which I’ve never been remotely curious about.

Yet the game had such rave reviews from sources I respect that I finally got over the hurdle of disinterest in the subject matter, picked up a copy, and sat down to play. After some trial and error I discovered a grand game. If you like puzzles with a war or tactical theme you’re liable to find yourself captivated. And if you’re one of those who’s already interested in modern planes and the weapons they carry, you may be in heaven. (If this all sounds of interest but you’re more of a speculative fiction person, you might be curious about its expansion, which I’ll introduce at the end of the review.)

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Modular: A New Kind of Monster Manual: Volo’s Guide to Monsters

Modular: A New Kind of Monster Manual: Volo’s Guide to Monsters

volos-guide-to-monsters-wotc-smallAt this point there have been scads of manuals with monsters for Dungeons & Dragons, going all the way back to the ’70s and that little booklet titled Monsters and Treasure. But last month a new kind of Monster Manual for 5th Edition Dungeons & Dragons crept onto the scene, and it’s different from any official D&D monster book that I’ve ever held.

You don’t often see the word “innovative” anywhere close to the word “monster” but I think I might just have to try it: this is an innovative look at how to use monsters in a D&D game. And if 5e isn’t your thing, it could be of use in most retro-clones and related D&D-like games as well. It could help your local DM bring the game’s monsters to more terrifying life.

It’s not just about monsters as stat blocks. It even begins with a framing story, in that it’s purportedly a lore book from a scholar of the fantastic and bearer of unlikely names, Volothamp Geddarm. Some reviewers seem to have been disappointed that Volo’s own comments (as well of those of a dissenting scholar) are only peppered through the manual, having seemingly missed that a manual written entirely by a biased and unreliable narrator might render all its information questionable while in game.

The book is divided into six broad sections, and, unlike the 5e Monster Manual itself, is well-indexed. Not only is there an index of monster stat blocks, there’s a list of the lairs in the book, and Appendix C provides listings of creature by type, by challenge rating, and by environment. Hopefully somewhere online there’s an official listing of ALL 5e monsters listed by these categories, for the ones in this book cover only the creatures included within.

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Modular: How to Introduce Kids to Tabletop Role-Playing #1: Picking a System and Genre

Modular: How to Introduce Kids to Tabletop Role-Playing #1: Picking a System and Genre

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…perhaps in a fit of nostalgia, you made a Christmas present to yourself

It’s Christmas. You’ve got everybody together. Perhaps you’ve all watched Stranger Things  and now you have the urge to dust down your dice, dig out the Dungeon Masters’ Guide and introduce whatever kids just happen to be lying around to the imaginative world of your youth.

Or perhaps in a fit of nostalgia, you made a Christmas present to yourself of a recently published role-playing game, but the only available players right now are under 12. Or perhaps you’re like me, a life long player, and this is just a good moment to share the joy.

So how do you go about introducing kids to tabletop role-playing?

Really very easily, as it happens. The youngest child I’ve GM’d for was my 5-year-old-daughter when she crashed a party of 9-year olds, found all the traps and made off with the loot. Having done this a few times and talked to other gamer-parents, I’ve noticed a few things…

(Geek and Sundry beat me to the punch on this one (link), but my take is slightly different.)

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Weird Tales Reprints Published by Goodman Games

Weird Tales Reprints Published by Goodman Games

weird-tales-may-1934-450x600-225x300The Goodman Games site is one of my regular stopping points on the web. The company’s well known as an imagination factory that produces some of the most innovative and entertaining game supplements in print today. It’s also home of the popular Dungeon Crawl Classics role-playing game.

What it’s never been until now is a purveyor of Weird Tales, so I was intrigued when I discovered five facsimile issues of the famous magazine were available for purchase on the site.

I wrote publisher Joseph Goodman and asked him what this availability signified.  As I should have guessed, it involved Appendix N, Gary Gygax’s famed recommended reading list printed at the back of the original Dungeon Master’s Guide (from Advanced Dungeons & Dragons, if you’re not a gamer).

For those not in the know, that appendix launched a generation into the exploration of fantasy fiction, from Anderson to Zelazny. It was an immense influence on gamers and future writers alike and something Joseph Goodman has used as a touchstone for both the creation of adventures and the design of the Dungeon Crawl Classics game itself. Here’s what he had to say.

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