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The Public Life of Sherlock Holmes: Dungeon! – A New Kind of Board Game

The Public Life of Sherlock Holmes: Dungeon! – A New Kind of Board Game

Dungeon_boardTSR’s Dungeon! came out in 1975, just one year after Gary Gygax revolutionized gaming with Dungeons and Dragons.

The ground-breaking board game is still an excellent introduction to fantasy gaming over forty years later. The board represents a dungeon, divided into six areas (representing levels) of varying difficulty, differentiated by color.  There are monster and treasure cards for level and the harder the level, the tougher the monsters and of course, the greater the treasures.

The character classes have been changed over the years, but the player chooses from a Rogue, Cleric, Fighter and Wizard and each class needs to collect a certain amount of gold pieces (earned from treasure cards), ranging from 10,000 to 30,000. Also, each hero class performs at its best in certain levels. So you don’t want to take a Cleric to level six, but your Wizard is never going to win by traipsing around level one.

When a hero enters a room or a chamber, they draw a monster card (which might also be a trap). Every monster has a value assigned to each hero (as well as two spell values for the Wizard). The player rolls two six-sided dice and wins on a tie or greater. The monster is dead and the player gets a treasure card. If the Hero loses the fight, one of five things happens, ranging from nothing to dying and losing all of their treasure. The monster and any treasures remain in the room, waiting for another hero to enter.

Heroes explore until they gain the required amount of treasure for their class. The first Hero to make it back to the starting chamber with the requisite treasure wins the game. Bad things can happen on the way back to the starting chamber and the Hero may no longer have enough treasure. And once in awhile, it becomes a race to the finish.

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Need Some Cthulhu?

Need Some Cthulhu?

AP_Sanity1Way back in 2003, The Shackled City began appearing in the pages of Dungeon magazine. Spread over twelve installments, it let characters adventure in a connected storyline from first to twentieth level and really, it was the first incarnation of the modern Adventure Path. Paizo followed this up with two others, Age of Worms and Savage Tide. A post about the real evolution of the Adventure Path, going back to the ‘Giants’ modules from TSR, would be a pretty interesting read. But that’s not this post.

Paizo lost Dungeon when Wizards of the Coast brought it back in-house. As we all know, Paizo went from developing 3.5 materials to the massively successful Pathfinder RPG. And at the heart of Pathfinder has been the Adventure Path: a six module, linked storyline, written by multiple authors, covering levels 1 to 20. Rise of the Runelords kicked things off in 2007-2008 (I highly recommend the Anniversary Edition ) and later this month, Paizo’s nineteenth Adventure Path comes out.

That’s 114 modules of adventuring. Wow. They range all over the Pathfinder world of Golarion and really showcase what a fantastic campaign world it is. I put it up there with the Forgotten Realms as my favorite (I’m not a big Greyhawk guy, myself).

Bet you wondered if I was ever gonna pay off the post’s title, didn’t you? Well, I am. Here’s a description of Strange Aeons:

In a distant land polluted by an alien menace from beyond the stars, a great cancer grows within the earth. As its tendrils reach out through the dreams of those who learn and study its existence, a sinister cult grows more active in preparing the way for a devastation that will destroy more than the minds of would-be heroes. Can the adventures reclaim lost memories in time to stop the advance of a cataclysmic contagion that could threaten all of Golarion? Can they resist the mind-shattering truths revealed by the Yellow Sign, and the monstrous force it symbolizes? The Strange Aeons Adventure Path pits the heroes against the cosmic horrors of the Cthulhu Mythos, with new monsters, mind-shattering terrors, and explorations far beyond the known lands of Golarion.

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Future Treasures: Storm King’s Thunder

Future Treasures: Storm King’s Thunder

Dungeons and Dragons Storm King's Thunder-smallIn 2013 I wrote an article about introducing my kids to the classic Dungeons and Dragons adventure modules of my childhood — including The Temple of Homlet, Steading of the Hill Giant Chief, and Glacial Rift of the Frost Giant Jarl. Last week we wrapped up the climatic Hall of the Fire Giant King with a white-knuckle battle, topping off three years of rousing adventure.

Being the old man that I am, I immediately began to grouse that they don’t make fast-paced, epic adventures like that any more. So I was surprised (and slightly mollified) to see that Wizards of the Coast is releasing a new giant-themed epic adventure for Fifth Edition D&D next month. Just in time for my young adventurers!

Take a stand against the giants in this adventure for the world’s greatest roleplaying game

Giants have emerged from their strongholds to threaten civilization as never before. Hill giants are stealing all the grain and livestock they can while stone giants have been scouring settlements that have been around forever. Fire giants are press-ganging the smallfolk into the desert, while frost giant longships have been pillaging along the Sword Coast. Even the elusive cloud giants have been witnessed, their wondrous floating cities appearing above Waterdeep and Baldur’s Gate. Where is the storm giant King Hekaton, who is tasked with keeping order among the giants?

The humans, dwarves, elves, and other small folk of the Sword Coast will be crushed underfoot from the onslaught of these giant foes. The only chance at survival is for the small folk to work together to investigate this invasion and harness the power of rune magic, the giants’ weapon against their ancient enemy the dragons. The only way the people of Faerun can restore order is to use the giants’ own power against them.

To defeat giants, you need to be giant!

Storm King’s Thunder will be published by Wizards of the Coast on September 6, 2016. It is a 256-page adventure, suitable for characters level 1-11. It is priced at $49.95.

How to Write a Dungeon Crawl (in Actual Fiction and Not a Tabletop Game!)

How to Write a Dungeon Crawl (in Actual Fiction and Not a Tabletop Game!)

dungeon map 2
Extended dungeon crawls are rare in genre fiction.

It’s still a goto for roleplayers, you see the equivalent in movies, but extended dungeon crawls are rare in genre fiction.

Even when you go back to Dungeon and Dragons‘ literary roots, you don’t really find proper dungeon stories!

Conan generally offers up 1-2 room complexes, e.g. in Robert E. Howard’s classic tale “God in the Bowl.” Tolkien uses mega dungeons, but with narrative summary and — unless they are really just an underground battlefield — only limited denizens. Clark Ashton Smith’s Seven Geases  is close to a dungeon in setting, but in form is a quest story that happens to be underground.

Dungeonland
What makes a dungeon fun to play through doesn’t automatically make it fun to read about.

What makes a dungeon fun to play through — a series of puzzles and tactical or diplomatic challenges — just doesn’t automatically make it fun to read about, or easy to write. And the physical drama that works on screen — Indiana Jones stuff with narrow escapes and trundling rocks — doesn’t generate enough wordcount, and can only be visceral for so long.

Even so, it can be done, and modern writers do it and — of course — I’ve been pulling apart good examples to see how and why they work…

Several modern writers have pulled off extended dungeons crawls or similar. Just to name a few random examples: Paul S Kemp’s exquisite Egil and Nix stories are actually about professional dungeoneers in a Sword and Sorcery world. The climax to  Michael J Sullivan’s wonderful Riyria Chronicles entails an underground adventure.  And Kenneth Oppel’s wonderful Steampunk YA Skybreaker takes us exploring a drifting mega-zeppelin.

Taking them and others together, and without spoilers, here’s what makes a literary dungeon adventure work.

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GenCon: The Pathfinder Post (featuring Starfinder)

GenCon: The Pathfinder Post (featuring Starfinder)

StarFinderFor years, the publisher Paizo has been one of the major presences at GenCon. I still remember years ago (2009, I believe) coming upon their booth and seeing a pile of hardcover books for their new (at the time) Pathfinder RPG Core Rulebook (now available in paperback, as well). I didn’t realize at the time that it was transforming the third edition of Dungeons & Dragons into a completely new and improved system of mechanics, and how many hours I would spend in the years to come pouring over their manuals, supplements, and novels.

Though they had some new releases this year, I was really interested in getting more information about their big 2017 release, the science fantasy game Starfinder RPG. We covered this when it was originally announced back in May, but a lot of questions were left open.

I sat down with James Sutter, the Creative Director of Starfinder, and author of two Pathfinder Tales novels, Death’s Heretic and The Redemption Engine. He is also continuing his work as the editor of the Pathfinder Tales line of books. Together with the work as the new Creative Director of Starfinder, this means it may be hard to fit in the writing of a third novel, but as a fan I’ll keep my fingers crossed. For now, he’s definitely got his hands full in bringing Starfinder RPG into the world.

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GenCon Update: Day 1, Part 2 – Gaming Sequels and Expansions

GenCon Update: Day 1, Part 2 – Gaming Sequels and Expansions

ImplodingKittensThe Best Four Days of Gaming have passed. I began my 2016 GenCon coverage with an earlier discussion of a handful of new and upcoming games. There will be more of those to come, as there was no shortage of new games worthy of attention, but a lot of great games at GenCon this year weren’t entirely new, they were either expansions to existing games, or sequels or variants.

Not all of these games are quite available to the public yet. For example, the wildly popular card game Exploding Kittens (Amazon) had copies of its first expansion, Imploding Kittens, available. The expansion featured only 20 new cards to the game, including several new game mechanics and allowing for a 5-player game. The size of the expansion package is because it also included a human-sized “cone of shame,” to be used on the first person who forgets that the “Reverse” card has been played. It is unclear whether this highly-amusing feature will be part of the public release of the expansion.

And yes, some potty-humor aside, this expansion falls in the “Safe for Work” category. (The core game of Exploding Kittens has a NSFW edition.)

So I’ll cover a mix of games and, when possible, link you to information on how to acquire those that are available.

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GenCon Update: Day 1, Part 1 – New Games

GenCon Update: Day 1, Part 1 – New Games

Pikachu shows up at GenCon 2016
Pikachu shows up at GenCon 2016

The Best Four Days in Gaming has come to Indianapolis, and again I’ve made my way into the dragon’s den to seek out new and interesting games. The scope of GenCon has definitely expanded over the decade or so that I have been attending and covering it, largely swallowing up downtown Indianapolis. This year, the Lucas Oil Stadium used by the Indianapolis Pacers has become the newest participant, becoming home to the popular “True Dungeon” live dungeon crawl adventure (which, one of these years, I will actually participate in). Even the types of games have expanded. Though in the past, Pokemon has had an incredibly sparse presence at GenCon, two giant inflatable Pikachu’s dangling from the ceiling have indicated a change in that trend.

In addition to the convention expanding in size, the number of games has become truly dizzying. The game company iEllo, best known for their breakaway hit, the monster-ravages-city game King of Tokyo (and its sequel King of New York), hosted a party on Thursday evening that I was fortunate enough to be invited to, and I ended up sitting next to Eric Summerer of The Dice Tower podcast. He discussed just the sheer difficulty generated by the volume of games being produced, and how it affects not just individual game consumers, but also those of us who spend some portion of our time trying to make sense of which games to discuss. What is the best way to present information about quality games, when the general quality across the industry has become so high and there are so many publishers seeking to get the word out on their new products?

One overwhelming trend in the gaming industry is expansions and sequel games, and that’s going to be the focus of my “part 2” review. For now, I’m going to focus on brand new games, as I think they deserve a bit more attention. And by “new games” I mean brand new games. There are some fantastic new games in the Legendary series from Upper Deck, for example, but since they largely apply an existing game mechanic, I’m counting them among the sequels. Definitely watch for that.

Now, on to some of the new and upcoming games …

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How No Man’s Sky Has Reinvigorated a Gaming Generation (No, Not That One)

How No Man’s Sky Has Reinvigorated a Gaming Generation (No, Not That One)

No Man's Sky-small

Let’s get something out of the way. Being just shy of entering my sixth decade, I am officially what I used to refer to as ‘an old fart.’ Not sure how this happened, but I’m dealing with it with world-weary humor and longer attempts to get up from the couch. This also means that I’m not quite the young buck any more when it comes to video games. My hand/eye coordination is no longer sharp enough to get Lara to that seemingly unreachable alcove in the Bolivian temple, my reflexes have dulled to the point where fifth place in any race is a win in my book, and being trash-talked by a twelve-year-old, killing me for the umpteenth time while I try to figure out where I am on the map, has lost its glamour.

I became aware of No Man’s Sky when a trailer emerged from E3 in 2014, which proved to be enough to win the game several awards based on promise alone. In that trailer we gazed through the eyes of a cosmic explorer as they emerged from a cave into bright orange sunlight and traversed a landscape so exotically hued that all it was missing was Doug McClure standing in the middle with one sleeve ripped off.

Then the explorer dodged a few skittish antelope-types and rounded a group of towering dinosaurs before hopping into a small craft and blasting off from the planet surface. Moments later (which included zero loading screens) the explorer was in space, joining in a skirmish and zooming down to a different planet to pick off a trio of interstellar ne’er-do-wells. The whole trailer was extremely impressive due to its seamless game play, but it was the aesthetic of the video clip that really captured my imagination. The color palette and fanciful forms were a breath of fresh air compared to the modern penchant for dark and gritty™ and that immediately had me reaching for the nostalgia goggles.

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Solitaire Wargaming: B-17 Leader

Solitaire Wargaming: B-17 Leader

b17 More and more I think John O’Neill is right — we’re in a golden age of boardgames. And not just the familiar sort where it takes a room full of friends to play, but solitaire wargames, such as those produced by Victory Point Games, White Dog Games, and Dan Verssen Games, or DVG. Given the dearth of nearby board gamers, it was these solitaire games that most interested me, and I’ve played and reviewed a number over the years. Eventually I began to loiter on the periphery of some boardgame sites, most regularly Board Game Geek, where I noticed that there were some great game tweaks to DVG’s U-Boat Leader game by a fellow named Dean Brown.

We struck up a friendship, and when I saw he was developing his own game for DVG, I signed on as a playtester. I wasn’t actually that curious about B-17 bombers, or airplanes in general, but it didn’t matter: the game’s turned out to be a blast. Tuesday it launched as a Kickstarter, so I sat down yesterday and talked with Dean a little about it and his history with gaming.

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Chaosium’s Borderlands: Can Playing RPGs Really Make You a Billionaire?

Chaosium’s Borderlands: Can Playing RPGs Really Make You a Billionaire?

Chaosium Borderlands-small Chaosium Borderlands-back-small

Some of the most treasured possessions in my games library are the boxed adventure supplements published by Chaosium between 1981 – 1986. They include some of the finest adventure gaming products ever made, such as the classic Thieves’ World (1981), Michael Moorcock’s Stormbringer (1981), the brilliant Masks of Nyarlathotep (1984), the Arkham Horror board game (1984), Larry Niven’s Ringworld (1984), the revolutionary King Arthur Pendragon RPG (1985), and H.P. Lovecraft’s Dreamlands (1986).

I bought each as it was released, and over the last 30 years I’ve made a concerted effort to pick up spare (i.e non shrink-wrapped) copies whenever I can find them. I had to give that up about a decade ago, as prices have skyrocketed… copies of many of Chasoium’s early boxed sets in good condition sell for $200 and up these days. A few years back I was lucky enough to find a decent condition copy of Borderlands, an epic campaign for RuneQuest published in 1982, for 40 bucks — a bargain! — and snatched it up. It’s been sitting next to the big green chair where I write all my BG posts ever since, waiting until I have the time to say a few words about it.

Coincidentally, yesterday I stumbled upon a fascinating tidbit at Geek & Sundry that reports that LinkedIn co-founder Reid Hoffman — who recently sold his company to Microsoft, becoming a billionaire in the process — was one of the writers of Borderlands, and in fact was a contributor to Chaosium at a very early age. Here’s the relevant part of the article, written by Ben Riggs and titled “Playing RPGs Can Totally Make You a Billionaire, You Guys.”

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