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Let’s Talk About Giant Robots: Tim Akers on BOLO and BattleTech

Let’s Talk About Giant Robots: Tim Akers on BOLO and BattleTech


BOLO by Keith Laumer (Berkley Medallion, July 1977), BattleTech board game
(FASA, 1985), and Lonely Power Armor by Tim Akers (Citizen Crow Press,
May 17, 2022). Covers by Vincent Di Fate, Alan Gutierrez, unknown

Why do so few writers write anguished poetry or create art to honor the fertile and elusive muse of modern sci-fi? I’m speaking, of course, of that ever-sexy icon of the future, the GIANT ROBOT.

Tim Akers takes a small step to rectify this injustice in his May newsletter Heretigram, writing:

The image that defined my early creative life [was] the original cover of BattleTech, the game of armored combat, released by FASA in 1984… and lasting through dozens of revisions and reboots. It’s seeing a bit of a resurgence in gaming, and I couldn’t be happier. BattleTech was the game that moved me from Avalon Hill cardboard chit and hex map strategy games, and into the wider world of miniatures gaming. And I’ve never looked back.

Tim also salutes the fiction of Keith Laumer and Fred Saberhagan and, just to prove his heart truly is in the right place, offers a tasty excerpt from his own giant-robot inspired fiction, his new novella Lonely Power Armor.

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Left Behind: The Last of Us, Episode Seven

Left Behind: The Last of Us, Episode Seven

Hello! We’re back with another episode review! This one, judging by the title, is based entirely on what was a DLC to the original game that explored Ellie’s backstory. I’m excited about this one… in a very masochistic way (honestly, the DLC left me sobbing). C’est parti!

I may have mentioned before, but I will again, how much I love the guitar introduction. I remember the game introduction being the same thing, though that might be my memory mixing things up (I do know it was guitar, and I’m reasonably certain it’s the same exact tune, but I’m open to being wrong.)

Winter proper. In the game, we open to a rabbit getting skewered by Ellie’s arrow. It’s probably for the best we don’t see that in the show.

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Relive Four Decades of RPG Glory with The RPG Book

Relive Four Decades of RPG Glory with The RPG Book


The RPG Book (Future Publishing, June 2022)

If you’ve spent time browsing a well-stocked magazine rack recently, you’ve probably come across Future Publishing’s popular Bookazines.

These are fat, oversized special editions of some of their popular titles. Future Publishing, based in the UK, produces dozens of magazines, including PC Gamer, Retro Gamer, SFX, Prog, History of War, Total Film, Edge, Play, Maximum PC, and many others. Some of their recent Bookazine releases include Ultimate Retro PC Collection, The Ultimate Guide to Fantasy Gaming, The Story of Zelda, The Book of Mario, PC Hardware Handbook (4th Edition), Battle of the Bulge, and about a zillion more.

I recently saw an ad for their Bookazine The RPG Book. The cover price is $19.99, but it’s currently available for only $11.99 (including shipping) from their online portal MagazinesDirect.com, so I ordered a copy. And I’m extremely glad I did. It turned out to be an entertaining and informative read — and a terrific intro to the very best computer role playing games of the past four decades.

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Gary Con Report: A Virtual Tour of Black Blade Publishing

Gary Con Report: A Virtual Tour of Black Blade Publishing

Allan T. Grohe Jr. in the Black Blade Publishing booth,
a mobile pilgrimage site for old school gamers

Gary Con! The tiny annual gathering that grew out the impromptu gaming event at Lake Geneva’s American Legion Hall after Gary Gygax’s funeral in March 2008 has now been going strong for fifteen years, and has grown into my favorite gaming convention. I attended Gary Con II in 2010 (my photo essay coverage of that ancient event is here), and was frankly astounded at how much it reminded me of the early days of Gen Con (which also took place in Lake Geneva, Wisconsin). Gary Con is a celebration of the life and work of Gary Gygax, co-creator of Dungeons and Dragons, and it has become the most important annual gathering for old-school gamers.

Gary Con XV is usually held across four days at the end of March, and this one took place March 23-26th, 2023. I made the one-hour drove across the state border into Wisconsin to attend on Saturday, March 25. As usual, I spent most of my time at the con wandering the fabulous Dealer’s Room, taking in the amazing volume of new and upcoming gaming releases.

One of the highlights of Gary Con every year — perhaps the highlight — is Black Blade Publishing’s magically overstocked booth, run by the friendly and knowledgeable Allan T. Grohe Jr. The booth contains half a dozen tables positively groaning under the weight of hundreds of products from dozens of exciting companies. Here’s a virtual tour of the booth, with over a dozen photos, and some of my most exciting finds.

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Step into the Shadowdark … you might like it

Step into the Shadowdark … you might like it

For those who don’t know about the Open Game License “incident” from earlier this year, it’s too complicated to lay out in an introduction, so go look it up, then come back to this article.

Crazy, right? Despite Wizards of the Coast walking back a lot of what they were going to do, players and game designers alike are giving serious thought into whether or not they want to continue playing with this game system. While many are sticking with 5th Edition (5E) Dungeons & Dragons, others are looking into something completely different, including games that simulate the 1st Edition rules (known as Old School Renaissance or OSR). Which puts Kelsey Dionne at Arcane Library in the perfect time to release her long-awaited Shadowdark game, since it combines the fan-favorite elements of 5E and OSR games.

While it might seem like Shadowdark was rushed into production to capitalize on this sudden interest in alternative game systems, the truth is that it’s been several years in development. After the OGL crisis, Kelsey Dionne had to re-work some of the mechanics so that Shadowdark didn’t resemble Dungeons & Dragons too closely, but this just results in the game now looking more like her own unique thing (a similar situation is occurring with Gavin Norman’s also long-awaited Dolmenwood game). There are still the usual 6 character traits, armor class, and hit points. But complicated encumbrance rules are now replaced by a simple gear slot mechanic (you can carry as many items as your Strength score). The magic system looks like the traditional Vancian system used in every version of Dungeons & Dragons, but now it’s limited by a spell mishap table (similar to what you find in Dungeon Crawl Classics). Darkvision has been completely eliminated as an option for player characters, making those torches far more important and the threat of losing your light source far more intense (since ALL monsters can see in the dark).

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When You’re Lost in the Darkness: The Last of Us, Episode One

When You’re Lost in the Darkness: The Last of Us, Episode One

Hello! It’s me. Your wildly introverted author/gamer, who is very excited to be sharing my thoughts with you regarding HBO’s recent adaptation of The Last of Us from the perspective of someone who absolutely loved the game on which it is based. I’ll be examining each episode independently.

Unfortunately, due to my working an obscene amount, I have limited time, so I’ll only be able to post every second week or so. For that reason, though they’re written shortly after each episode airing, each review will be far behind the episodes as they’re released. That’s alright, though, as I reckon it will leave plenty of time for you to watch each episode and I won’t have to worry about spoiling it for you, because there absolutely will be spoilers.

So, with that out of the way, let’s just dive right into episode one: When You’re Lost in the Darkness.

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The Compelling Narratives of Video Games

The Compelling Narratives of Video Games

The poster for The Last of Us, the HBO adaptation (left), and one of the posters for the original game (right)

My love of gaming is well known amongst my friends and friendly acquaintances, and has since before I could afford my first console. In news that would surprise absolutely no one, my preference has always been for narrative games; where the story plays as much a role in the gaming experience as any tests of skill or intellect. The best games for me strike a delicate balance between challenging gameplay — combat and puzzles — and narrative. In short, I game for the same reason I read. I game to find myself immersed in another world, diving into a story that will delight and move me.

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The Return of Lone Wolf by Joe Dever

The Return of Lone Wolf by Joe Dever


Lone Wolf Definitive Editions, Volumes 1-3 (Holmgard Press). Covers by Alberto Dal Lago

Joe Dever started playing Dungeons and Dragons in 1976, barely three years after the first copies appeared in game shops in Lake Geneva. In 1984 he published his first Lone Wolf solo fantasy game book, Flight from the Dark; it became an international bestseller and launched a publishing phenomenon. By Dever’s death in 2016, the Lone Wolf series had been translated into 18 languages and sold over 12 million copies.

Unlike most other fantasy solo gamebooks — such as Steve Jackson and Ian Livingstone’s classic Fighting Fantasy titles, Steve Jackson’s fabulous Death Test and its sequels, Tunnels and Trolls adventures like City of Terrors, George Dew’s excellent Legends of the Ancient World, and others — the Lone Wolf books could be played separately or back-to-back, as individual chapters in an epic solo campaign spanning 32 books.

Before his death Dever substantially rewrote the opening book Flight from the Dark, expanding it from 350 to 550 sections. The publishing company he founded, Holmgard Press, has now reissued the first five titles in hardcover Definitive Editions in the UK, and will be releasing paperback editions of the original gamebooks with brand new cover art — and all the original interior art by Gary Chalk — in the US on January 3.

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The Only Devil Book You’ll Ever Need: The Book of Fiends – A Malefic Bestiary for Fifth Edition by Robert J. Schwalb

The Only Devil Book You’ll Ever Need: The Book of Fiends – A Malefic Bestiary for Fifth Edition by Robert J. Schwalb

The Book of Fiends (Green Ronin Publishing, March 8, 2022). Cover by Svetoslav Petrov

It’s a cliché to say that a good role playing campaign is like a satisfying fantasy series, packed with realistic characters, compelling action, and vivid settings. It’s more accurate, I think, to say that truly great role playing shares an essential ingredient with the best fantasy. I mean, of course, that it’s all about the villains.

Want to keep your players coming back, clutching well-worn character sheets and eager for action? You need challenges worthy of their time, and you won’t get that with the same generic dragons week after week. You need truly malefic opponents with legendary skills, cunning agendas, and awe-inspiring magic at their disposal.

There are some terrific resources out there to help you craft really memorable villains, but for my money the best one on the market is The Book of Fiends by Robert J. Schwalb, with Aaron Loeb, Erik Mona, and Chris Pramas. It’s a massive 254-page tome filled to the brim with inventive and truly original infernal menaces for Fifth Edition Dungeons & Dragons. There isn’t another book published in the last five years I’ve drawn from as heavily for my own game as this one. I don’t care why kind of RPG you play, The Book of Fiends will up your game.

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