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Future Treasures: Pathfinder Tales: Liar’s Bargain by Tim Pratt

Future Treasures: Pathfinder Tales: Liar’s Bargain by Tim Pratt

Pathfinder Tales Liar's Bargain-smallTim Pratt is one of the most popular and prolific authors in the Pathfinder Tales stable. His first two tales of Rodrick the thief were Liar’s Blade (called “Fafhrd-and-Grey-Mouser-style sword and sorcery adventure” by SF Signal) and Liar’s Island. The third in the series sees Rodrick and his talking sword Hrym pressed into service for the crime of theft in Lastwall… service that leads to some pretty hazardous duty, all in the name of defending the innocent.

Who Are You Calling Expendable?

When caught stealing in the crusader nation of Lastwall, veteran con man Rodrick and his talking sword Hrym expect to weasel or fight their way out of punishment. Instead, they find themselves ensnared by powerful magic, and given a choice: serve the cause of justice as part of a covert team of similarly bound villains — or die horribly. Together with their criminal cohorts, Rodrick and Hrym settle in to their new job of defending the innocent, only to discover that being a secret government operative is even more dangerous than a life of crime.

From Hugo Award winner Tim Pratt comes a tale of reluctant heroes and plausible deniability, set in the award-winning world of the Pathfinder Roleplaying Game.

Our recent Pathfinder coverage includes free Soundclip samples from Macmillan Audio, a look at Liane Merciel’s Pathfinder Tales: Hellknight, and Nick Ozment’s popular piece on the Fellowship of the Pathfinders.

Pathfinder Tales: Liar’s Bargain will be published by Tor Books on June 7, 2016. It is 288 pages (plus a 12-page preview of Starspawn by Wendy N. Wagner), priced at $14.99 in trade paperback and $9.99 for the digital version. The cover is by Raymond Swanland. See all our recent Pathfinder coverage here.

Cast Your Spell on a Medieval Town in The Village Crone

Cast Your Spell on a Medieval Town in The Village Crone

The Village Crone-smallI’m something of a collector (this may not come as a surprise). I collect vintage paperbacks, pulps, science fiction digests, comics, and lots of other paper ephemera.

But chiefly what I collect is games. Goodness, I have a lot of games. I hoard them in the basement. I drive to games auctions (like the marvelous Games Plus auction in Mount Prospect, IL), I track down obscure Amiga games on eBay, and I compulsively hunt every solitaire role playing game ever made.

I’m almost given up buying modern fantasy board games, though. Not that they’re not any good — far from it! — but even an obsessive like me has his limits. We’re living in a Golden Age of Board Games, and it’s a huge challenge keeping tabs on even a fraction of all the interesting games being released every month.

You know what I can do, though? I can try some of the games Amazon.com has deeply discounted every month. I’m not sure what the story is with these games — were they discontinued? Replaced with a newer edition? Did they flop? — but hey, I don’t actually care all that much. They’re super cheap, they look cool, and I’m ready to buy. Take my money.

I’ve been buying 1-2 every week for the past month or so, and some of them look pretty darn good. Like Fireside Games’ The Village Crone, an accessible Euro-style game with modular boards in which 1-6 players harvest spell ingredients, give their familiars secret tasks, casts spells, turn villagers into frogs, and compete for the power and authority that comes with being named Village crone.

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Sample the New Pathfinder Tales Soundclips from Macmillan Audio!

Sample the New Pathfinder Tales Soundclips from Macmillan Audio!

Pathfinder Tales Audio Pirate's Prophecy-small Pathfinder Tales Audio Lord of Runes-small Pathfinder Tales Audio Liar's Island-small

Audio samples are great way to try out new authors and new series — especially when they’re free! Macmillan Audio has offered us no less than six 10-minute soundclips from their hit Pathfinder Tales line, and we’re very pleased to be able to share them with you. The first three are (links will take you to our previous coverage):

Pathfinder Tales: Pirate’s Prophecy by Chris A. Jackson
Pathfinder Tales: Lord of Runes by Dave Gross
Pathfinder Tales: Liar’s Island by Tim Pratt

So sit back, close your eyes, and let professional reader Steve West whisk you away to a world of magic and adventure.

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Dark Souls III: Feel the Burn

Dark Souls III: Feel the Burn

Dark-Souls-III-5-2

At this point, I shouldn’t need to tell you about the Dark Souls series and why people are excited about it. Over the last few years, From Software has grown in reputation, thanks to the series being one of the most challenging on the market. I felt the previous Dark Souls stepped away from what made the series great, and left From Software in a position to recover with Dark Souls III. With III, we have a mix of old and new designed to push (and punish) players further.

Undead Again

As with previous games in the Souls series, you are an undead being cursed to wander the land until you eventually become hollow or insane. Upon awakening, you’re given a quest to return the lords of cinder to their throne; this entails wandering a very big land and dying a lot.

Just like the other games, there is a deep story hidden behind the lore, but I’m going to leave that for someone more versed in it to talk about.

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Storming (Err…. Escaping) the Temple of Elemental Evil

Storming (Err…. Escaping) the Temple of Elemental Evil

Temple of Elemental Evil board game

Toee_1
1st Turn

I’m sure you read my look at the Dungeons and Dragons Adventure Board Game series. I mean, who hasn’t? Anywhoo, I decided to try and solo the first adventure in The Temple of Elemental Evil (ToEE). I’ve not played Castle Ravenloft, but so far, I’ve found Legend of Drizzt to definitely be the easiest of the series, with Wrath of Ashardalon much tougher. After a few plays of Temple, I determined it to be even harder to win.

ESCAPE – That’s the name of the adventure. This one begins with the Massacre Site tile, rather than the Start Tile. Somewhere between the eighth and thirteenth tiles is the Guard Room tile. Once you find that, you lay the Start Tile next to it and if you can end your Hero Phase on the Start tile, you win.

Knowing how brutal this game is, I chose to play Barrowin, the female Gold Dwarf Cleric. Her healing power would most definitely be needed. Her stat line is 16 AC, 8 HP, 5 Speed. And when she uses a Daily or Utility power, one hero (which can be her) on her tile regains 1 HP.

I also House Rule that the monsters do not attack on the turn that they are placed. This is a big change, but I think that ToEE and Wrath are extremely difficult to win without that change.

You can click on the pictures to enlarge them and get a better look at what’s going on.

How did I do? Well, Barrowin made it to the 14th turn, which is at least a moral victory. See how it all turned out below.

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Sci-ficionados: Our Insatiable Hunger for Stories, and What it Means for the Human Race

Sci-ficionados: Our Insatiable Hunger for Stories, and What it Means for the Human Race

third eyeFans of science fiction and fantasy tend to have an innate curiosity, one that is not sated simply by day-to-day life and the world as it is. They cannot content themselves with the rote script written for them.

There are people all around who are content simply to go to school, get a job, have a family, raise kids to follow the same formula, retire. And some of these people are well informed — they read the news to see what’s going on. They have hobbies. They like to be entertained — they watch sitcoms to have a laugh at the status quo. They may even watch some of those movies with zombies and giant robots and superheroes to let a little bit of their imagination off the leash: what if this predictable old world were shaken up by something like that?

But the real sci-ficionados, they aren’t content with an occasional, half-winking excursion into the game of what-if before settling back down onto the landing pad of Reality. Because they recognize, deep down, that this is not the only possible world, and that this so-called reality is also utterly strange. They want to know about nano-tech and parasites and the Inquisition and how and why homo sapiens developed a larger prefrontal cortex and what the hell are dreams anyway? And a hundred, a thousand, a million other things. Why is this society the way it is, and is it foreordained that we must follow this script?

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How to Worldbuild a Good Sandbox: Four Rules from the Warhammer 40K Universe

How to Worldbuild a Good Sandbox: Four Rules from the Warhammer 40K Universe

Honour Guard Dan Abnett-small
Games Workshop’s Warhammer 40K universe is one of the best sandboxes around.

I’m working on a sandbox Space Opera setting.

Sandbox is the tricky part; a “sandbox” is a storyworld that lets you tell (or experience — if you are a gamer) all sorts of different kinds of story. Essentially, I’m building my Discworld.

Oh, you say, just make it big with lots of different kinds of settings plus spare blank spots on the map.

Yes, that gives you lots of flexibility (though less than you’d think). However, the stories won’t be — sorry, I can’t think of a better word — branded.

I mean, the asteroid miners over here and the fight against the dark lord over there, don’t need to belong in the same universe and the reader (or player) won’t really feel as if they are revisiting the same place.

So a good sandbox is one that maximises the possible range of branded stories.

Spend time with a 12-year-old tabletop gamer and you quickly realize that — in this light — Games Workshop’s Warhammer 40K universe is one of the best sandboxes around. You can could dump just about any Space Opera SF story into it, and it would still feel like 40K. To do Firefly, just plug in Orcs, Inquisitors and Space Marines and Imperial Guards. To do Starship Troopers tell a story about the Imperial Guard. To do Star Trek, just follow a Tau captain on their five year mission.

Less so in the Star Wars universe.

Firefly Wars would need a local civil war as backstory, since the cleanup after the prequels feels like it would involve more mass graves. Your Alliance could be the Empire, but the Empire doesn’t really feel as if it would do dark secrets — why bother hiding them? — or have secret super soldier programs– it has Stormtroopers and Sith anyway. Starship Troopers could be about the latter-day Stormtroopers, but the moral ambiguity would be lost. Star Trek…? No, not without taking a ship to a different galaxy and then it would not feel like Star Wars. It would lose its brand.

So the 40K ‘verse is a far better sandbox than the Star Wars one.  How can this be? It appears to follow four basic rules…

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Future (Video Game) Treasures: Conan – Age of Exiles

Future (Video Game) Treasures: Conan – Age of Exiles

Conan_ExilesShot1Funcom is the developer of the MMO Age of Conan – Unchained. AoC is the only MMO I ever played more than a few times and stuck with. I think it’s an excellent game with a novel fighting system and superb graphics. It did a nice job of using the Conan world setting and I enjoyed playing it.

Sadly, as with most MMOs which aren’t named World of Warcraft, it just doesn’t have a ton of players. There were many times I would roam an area and only see one or two other characters. But it if you’re looking to check out an MMO, I highly recommend it.

Well, Funcom is bringing Conan to PCs and consoles with Conan Exiles:

An open-world survival game in the brutal lands of Conan the Barbarian.

You are an exile, one of thousands cast out to fend for themselves in a barbaric wasteland swept by terrible sandstorms and besieged on every side by enemies. Here you must fight to survive, build and dominate.
Hungry, thirsty and alone, your very first battle is that against the harsh environment. Grow crops or hunt animals for food. Harvest resources to build weapons and tools. Build a shelter to survive. Ride across a vast world and explore alone, or band together with other players to build entire settlements and strongholds to withstand fierce invasions.

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Art of the Genre: 24 Hours Remain on The Hidden Valoria Campaign

Art of the Genre: 24 Hours Remain on The Hidden Valoria Campaign

bannerArt of the Genre continues to roll out Kickstarter after Kickstarter in their Folio series, this time teaming up with terrain production juggernaut Dwarven Forge to create The Hidden Valoria Campaign.  Dwarven Forge architect Stefan Pokorny opens the doors to his personal gaming world of Mythras so that AotG‘s own wordsmith Scott Taylor can have a run at the world capital of Valoria.  Stefan has always been a big fan of old fantasy pulp fiction, and along with Scott, the two have worked hard to produce a feel within Valoria of Fritz Leiber’s Lankhmar, Howard’s Conan, and even some of the mosaic aspects of Asprin’s Sanctuary in Thieves’ World.

Utilizing Dwarven Forge terrain sets, Taylor takes the Folio from a pure tabletop RPG to a miniatures compatible 3D play system.  Dungeons come alive with rubbish-strewn cellars, undead-inhabited crypts, monster-infested wizard towers, and even a gang-run ‘Brawl Club’ (First rule of Brawl Club, don’t talk about Brawl Club).

Boasting old school TSR-like removable module covers, two interior booklets (Gazetteer & Adventure), as well as 2D & 3D mapping, Folio #8 continues in the AotG tradition of gaming in both 1st Edition AD&D as well as the new 5th Edition D&D mechanic.  Currently the project has achieved 6 Stretch Goals that help flesh out the Valorian neighborhood of The Patina Court, with a 7th & 8th Stretch Goal of a mini-adventure and full print production of Folio #9 still within reach.  You can find the campaign and all the details of it here.

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The Public Life of Sherlock Holmes: More Playing Sherlock Holmes – 221B Baker Street

The Public Life of Sherlock Holmes: More Playing Sherlock Holmes – 221B Baker Street

221B_BoxLast week, I looked at the reissued Sherlock Holmes: Consulting Detective (SHCD), originally released in 1981. That game was undoubtedly influenced by 221B Baker Street: The Master Detective Game (221B), which had come out a few years earlier in 1975.

In 221B, two to six players take on the role of Sherlock Holmes, though there’s a reference in the rulebook to being “Watsons.” It makes no difference, but I’m gonna go with being the world’s first private consulting detective, myself.

The game comes with 20 Case cards, generic, colored plastic player pieces, Scotland Yard and Skeleton Key “cards,” a solution checklist pad and a slim booklet with all the rules, clues and case solutions.

Unlike SHCD, which included a map, 221B uses a board. Players start and finish at 221B Baker Street, moving to various locations on the board, such as the Apothecary, Hotel, Museum, Tobacconist, etc. Each location is assigned a number in each case. When the player moves to the location, they look up the corresponding number in the clue section of the rulebook. The clue, such as “Earl Longworth has constant headaches” is recorded on the solution checklist – kept secret from other players.

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