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The Public Life of Sherlock Holmes: RPGing is Story Telling

The Public Life of Sherlock Holmes: RPGing is Story Telling

inspiration_tomblizardAs I recall, I began playing Dungeons and Dragons at the very end of 1st Edition. Most of my early memories are of playing AD&D and that’s still my favorite Role Playing Game (RPG) system. My buddy Chris and I used to ride our bikes to Hobbyland and he would get a shiny new TSR module, while I grabbed a color-bled, paper-bound supplement from Judges Guild.

I had read Moorcock and Lieber by then (though I didn’t get to Tolkien until early high school). I had acquired a love of Greek mythology (and to a lesser extent, Norse) earlier, and The Trojan War was probably my favorite subject matter (I rooted for Troy: that was disappointing: I mean, c’mon, tear apart the walls to drag in a giant horse your enemy left you???).

You know, The Iliad is like a game of Chainmail: a mass combat wargame with the fantasy supplement for individual heroes. Then  you’ve got The Odyssey, which is an overland (over-the-sea, mostly) D&D campaign. After you’ve played that one a time or two, you could switch to The Aeneid and you’ve got an overland campaign with a kingdom building mechanic. Huh – there’s fodder for another post…

My earliest fantasy gaming memories are of playing Adventure on an Atari 2600. That led to Temple of Apshai on an Atari 1200XL computer. I mapped out every room of that game (and The Upper Reaches sequel) on graph paper. Eventually I got an IBM-compatible PC and tore through the gold box games from SSI. I made the graphical leap to Dungeon Master from FTL (this preceded the more successful but derivative Eye of the Beholder by a few years). Even when I stopped playing pen and paper D&D, I continued on through Baldur’s Gate, Neverwinter Nights, Morrowwind and right up to Age of Conan.

Though I stopped playing, I still read a lot of 3rd Edition D&D stuff and began playing once again with Pathfinder. And as I wrote here at Black Gate just a few weeks ago, I’ve begun running a Swords & Wizardry game for some non-pen and paper fantasy players (it’s a good post. Really. You should go read it!).

And from Dungeon! to Wrath of Ashardalon to the Pathfinder Adventure Card Game, I’ve played fantasy board games for decades.

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Art of the Genre: Top 10 ‘Orange Spine’ AD&D Hardcovers by Jeff Easley

Art of the Genre: Top 10 ‘Orange Spine’ AD&D Hardcovers by Jeff Easley

Did The Wilderness Survival Guide make the list?
Did The Wilderness Survival Guide make the list?

Now you might be thinking, ‘Top 10, really? How many did he do?

Well, the answer to that is 12. And, considering how iconic each one is, how much they meant to D&D players in the 1980s, and how many folks still use these books 30 years later, it is little wonder that this was a much harder list to trim down than one might think. But, I’m going to give it a shot nonetheless!

So I essentially started with the concept that I’d fold in overall book importance to game play, but then decided against it, instead relying on nostalgia for the cover alone. This would be tempered by the fact that the three most beloved and used books in the AD&D series are the Players Handbook, Dungeon Masters Guide, and the Monster Manual, which were all re-released with different covers in the late 1970s, so a lot of players prefer those versions to the more uniform Easley editions produced in the 80s.

Still, TSR sold a boat load of these books during the initial days of the 80s, so I know Easley’s covers did introduce a good deal of players to the hobby (and likely more in the 2nd Edition cover he also did). My first DMG and PHB were Easley covers, so he was my ‘gateway drug’ so to speak and all his ‘orange spine’ hardcovers still sit proudly behind my desk for easy access since I use them almost daily.

I hope those reading this will remember these books as fondly as I do, and perhaps, want to see another one produced to make it thirteen ‘orange spines’ in total, but I’ll talk about that later. Until then, enjoy this beautiful fantasy art Top 10.

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Ares Magazine 3 Now Available

Ares Magazine 3 Now Available

ares-magazine-3-smallSPI’s Ares Magazine was one of the best things about the 70s and 80s. Seriously, a top-notch game magazine with an original SF or fantasy boardgame crammed into every issue? You know that was just too cool to last.

It didn’t, of course. The magazine folded after only  19 issues, but in that time it produced many games that are still fondly-remembered today, like Greg Costikyan’s Barbarian Kings, the Alien-inspired The Wreck of the B.S.M. Pandora, the post-apocalyptic strategy title The Omega War, the haunted house exploration game Nightmare House, and lots more.

In early 2014 Matthew Wuertz reported here on the successful rebirth of Ares Magazine. The first issue shipped that year, and issue #2 arrived late last year. I was especially intrigued by the fantasy-themed third issue, containing the extremely ambitious game Born of Titans, a game of quests and heroes in Mythological Greece.

Born of Titans is the issue game in Ares issue 3. It is a game of heroism in the world of ancient Greek mythology. One to four may play, with special rules at the end for one and two-player games. Each player portrays a hero from legend who undertakes quests to battle with fierce monsters and retrieve epic artifacts.

Each player controls the actions of one Hero selected at the start of the game. Hero counters are moved on the map… A Hero with no remaining Crew is essentially alone on a raft. Her crew is dead or has run off…

In the fashion of good mythology, BoT relies on a generous amount of Prophesy… This is important so a player can know what sort of challenge she faces on her next Quest or what a particular Sea Monster is… The first player to gain a third Completed Quest wins the game!

Sadly, Born of Titans experienced several significant delays, and eventually Ares #3 shipped without it. The company store still lists the standalone version of the game for pre-order, with estimated arrival in May 2016. However, sites like FRP Games are now listing the magazine available with game included, for shipment this month.

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Why I Went Old School — or Swords & Wizardry vs. Pathfinder

Why I Went Old School — or Swords & Wizardry vs. Pathfinder

Swords&Wizardry_CoverWhen I got back into playing RPGs, I chose Pathfinder over 4th Edition D&D (as a whole lot of people seemed to do). I was familiar with 3rd Edition and the plethora of rules, skill checks, etc… I’m still pretty well versed in Pathfinder, which is a great product, and I’m a big fan both of Golarion, the campaign world, and of the company, Paizo.

Two members of my gaming group have never played an actual pen and paper RPG. One (she) is a hardcore World of Warcraft player, and the other (he) is a veteran PC gamer, with a lot of hours on Baldur’s Gate and Oblivion (among others). Both have also played the Pathfinder Adventure Card Game: Rise of the Runelords (which I LOVE!) with me. So, they get the skill check concept.

I decided to run them through a dice-rolling, paper mapping, minis on said paper, character-sheet adventure.

I initially considered Pathfinder. I have a lot of resources available, and I definitely know the system well enough to teach it to them. I even have a Beginner’s Box, still in the plastic (how about that, John O’Neill!).  But I quickly discarded that system.

Pathfinder is extremely rules heavy. I’ve seen it grow over the years and, as seems inevitable for any ongoing, lively edition, suffer from rules bloat and options bloat. The last game I ran, I limited players to the core rulebook just because I didn’t want to deal with so much “stuff.” Also, I’m not particularly interested in half-angel, half-goblin mammoth-riding gunslingers.

BTW – Gary Gygax had some very specific thoughts related to the expansion of the game (presumably through options), in his book, Role Playing Mastery:

Too often, new material purporting to add to a game system is nothing more than a veiled attempt to dominate the game milieu through power, not skill. Such creativity, if it can be called that, amounts to a perversion of the game. It is much like cheating at solitaire. Understanding the scope of opportunity offered to PCs by the game system will certainly discourage the intelligent player  from such useless activity.

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Cugel in Golarion: Song of the Serpent by Hugh Matthews

Cugel in Golarion: Song of the Serpent by Hugh Matthews

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The woman looked over at Krunzle, who was making sure no morsel of the meal escaped his needs. “What of you, errand-runner? Do you know much of where we are heading? Or anything, for that matter?”

The thief returned her a level gaze. “I know who I am and what I can do,” he said. “I find that usually suffices.” He arranged a piece of fish on a crumb of bread and popped both into his mouth.

                                                                                                                                                                                                       from Song of the Serpent

I have read only a tiny fraction of Matthew Hughes’ prodigious output. What I have read, his Jack Vance-inspired stories of the Purloiner Raffalon, I like very much (see my reviews here, here, here, and here). Those four stories, plus five others, will be collected and released next year. I can safely write that that will be an immediate purchase for me.

A few weeks ago, when he posted about a novel he wrote back in 2012 for Paizo’s Pathfinder Tales, I was intrigued.

Back in 2008 at World Fantasy Convention in Calgary, I was in the bar when Erik Mona, publisher of Paizo Books, told me he was a great Jack Vance fan and that he liked my work. He asked me if I had a book for him. As it turned out, I was looking for a publisher for Template, my stand-alone Archonate space opera that had been brought out as limited collector’s editions by PS Publishing.

I sent it to him and he brought it out as part of the series, Planet Stories, which (like Template) were decidedly retro science fiction.

Later, Erik told me that he also published novels set in the Pathfinder RPG universe’s world of Golarion, and asked me if I would be interested in doing one. He also said he would really like it if I would do a Cugel the Clever story. I love the Cugel stories and said I’d be delighted.

So we made a deal and I wrote a novel originally called Out of the Blue that was retitled Song of the Serpent before publication in 2012. It told the tale of a thief named Krunzle the Quick who, like Cugel, is fast on his feet – he has to be because, again like Cugel, he’s not as smart as he thinks he is.

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Heavy Metal Lyrics, Sword & Sorcery Fantasy and Video Games: A Cultural Synergy by Dr. Fred Adams

Heavy Metal Lyrics, Sword & Sorcery Fantasy and Video Games: A Cultural Synergy by Dr. Fred Adams

Fred_SpaceInvadersLast year, Dr Fred C. Adams, Ph.D., joined our parade of writers in the Discovering Robert E. Howard series with an entry on Esau Cairn, REH’s classic science fiction character. Dr. Adams is back for another guest post here at Black Gate. Put on your headphones and go!


The parallel (and almost simultaneous) ascensions of heavy metal music, video game technology (which later migrated to personal computers), and sword and sorcery fantasy to mass popularity from the early 1970s forward are not coincidental. Rather, they are synergistic. All three draw from the late 20th century youth culture’s fatalism and nihilism, honed to a fine edge in the fin de siècle era of the 1990s.

Consider the aesthetic of the Ur-arcade-video game of the 1980s, Space Invaders: ranks of grotesque aliens march across the screen as space ships fly overhead firing missiles. You, represented by a screen icon, scuttle back and forth, trapped in a small area firing and dodging missiles while trying to destroy the oncoming ranks of invaders before they reach you and symbolically stomp you into the earth.

The more you destroy, the more ranks appear, starting closer and advancing more quickly. You can forestall death for a time, but the denouement is inevitable. You will lose; the programming foreordains that you will die no matter how well or how long you fight. Other games of the era, like Missile Command, and Asteroids followed suit.

An occasional arcade game like Dragonquest allowed victory, but most reduced play to a life-and-death struggle the player will never win. The kill tally represents the only satisfaction—how many of them do I take with me? As the Time Traveler of Wells’ famous novel says of fighting an impossible number of Morlocks in the darkened forest, “I will make them pay for their meat.”

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What No Man’s Sky Can Learn from SFF Worldbuilding

What No Man’s Sky Can Learn from SFF Worldbuilding

If you follow video games, you likely have heard the hype surrounding No Man’s Sky, the space exploration game with a decided pulp science fiction aesthetic that promises a universe with a whopping 18 quintillion procedurally generated planets to discover.

Beautiful planetary vista number 976,234,501--but then, there are billions just as beautiful.

If there’s one thing in this game you’ll never be short of, it’s alien, picturesque vistas

Years of anticipation culminated in the game’s release on August 9, and on that day I, along with legions of frothing gamers, lit up my Playstation, grabbed the nearest 3-liter of Mountain Dew, slid my buttcheeks into the grooves of my favorite easy chair and settled in, happily anticipating a few hundred hours of wonder-stuffed fun.

Only. Well. The game. I mean. It’s. Well.

This video sums up what millions of gamers suddenly felt at once, and were suddenly silenced.

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Two Interesting Roleplaying Kickstarters!

Two Interesting Roleplaying Kickstarters!

take-cover
70s Military Space Opera or screen SciFi with a horror element
I Love the Corps
The rules nicely balance story simulation with tactical gaming

We interrupt normal programming to draw your attention to two roleplaying-related Kickstarter campaigns!

First we have a fast-paced Military SF Horror game.

Earlier this year at Conpulsion, I had the fun of playing the beta version of I Love The Corps. My son — 12 — and his mate — 13 — also had a go and loved it.

It’s a Military SF game with a feel that’s best described as 70s Military Space Opera or screen SciFi with a horror element — think Halo, Verhoven’s Starship TroopersBabylon 5 or Aliens. This is not the super science far future war of, say, Ken McLeod’s Corporation Wars.

Rather, this is the kind of game where Special Forces in powered armour exchange laser fire on the surface of Mars, while ground support drops combat trucks reminiscent of Warthogs.

The rules nicely balance story simulation with tactical gaming  — there are the usual points you can exchange  for stunts and stunning escapes, but ultimately the dice are a harsh mistress… which lends an edge to the experience.

Not only is action structured around cinematic scenes and montages, the mechanics support it! There is a neat system for automatic ability check scores when doing something in what I would think of as narrative summary. Characters can also satisfyingly rampage through low powered NPCs. Most of what you need is on the character sheet. The end result is fast-paced but substantial.

Go check out the Kickstarter page and take a look at the more detailed material there.

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Goth Chick News: Phantasmagoria the Game Turns 21 and Gets a Movie Treatment (Maybe)

Goth Chick News: Phantasmagoria the Game Turns 21 and Gets a Movie Treatment (Maybe)

Phantasmagoria-smallAs you know (or can guess) I have publicly declared Phantasmagoria, the horror-themed video game by Sierra On-Line, as one of my all-time-favorites to this day.

Why you ask, when the quality of today’s gaming experiences are movie-like, compared to which Phantasmagoria’s live-actor-against-computer generated-background appears fairly cheesy?

To start, I’ll re-share some stats that my buds over at Bloody Disgusting dug up as part of their own Happy Birthday tribute.

Back in the ‘90’s when point-and-click adventure games reigned supreme, LucasArts and Sierra were the “Nintendo and Sega” of the era. And Roberta Williams was Sierra’s wunderkind; the designer responsible for a number of hit franchises like King’s Quest, Mystery House, and The Colonel’s Bequest. But in spite of the many titles that Williams worked on, she’s said that her sole entry in the horror genre, Phantasmagoria, is her favorite.

Phantasmagoria to this day remains one of the biggest spectacles of gaming. No expense was sparred and the game sprawled across 7 CD-ROMs due to the heavy amount of FMV (Full Motion Video).

Williams wrote a 550-page script for Phantasmagoria, (a typical movie screenplay is around 120 pages, as a point of reference), which required a cast of 25 actors, a production team of over 200 people, took two years to fully develop and four months to film. Phantasmagoria’s initial budget was $800,000, but by the end of production costs had hit a staggering total of $4.5 million (with the game also being filmed in a $1.5 million studio that Sierra built specifically for it).

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Steve Russell of Rite Publishing – RIP

Steve Russell of Rite Publishing – RIP

SteveRussell2Steve Russell was the CEO and man behind Rite Publishing, a third party RPG publisher that was quite active with Pathfinder, including the very cool magazine, Adventure Quarterly. Pathways, Rite’s free e-zine, is one of the best Pathfinder periodicals you’ll find.

Steve and his pregnant wife, Miranda, had just moved back to his hometown of Dayton, OH, in late June. They were embarking on a new phase in their life when, sadly, Steve was killed in an auto accident.

I backed his Adventure Quarterly kickstarter. We exchanged a few emails about it, but I don’t claim to know him. But he was friendly to me and he was very earnest about Rite’s deliverables.

You can read Steve’s obituary here (with almost two dozen comments from friends and fans) and also tributes from Matt McElroy and Boric Glanduum.

We here at Black Gate send our prayers and condolences to Steve’s family.

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