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Pathfinder Goes to the Stars (and Other Announcements)

Pathfinder Goes to the Stars (and Other Announcements)

starfinderThe dividing line between fantasy and science fiction can be difficult to define. I’ve been on convention panels on the subject a few times, at both ConFusion in Detroit and Windycon in Chicago, and have been in the audience of even more of them, but never once have I seen a group of people fully agree on where that diving line is, or even that such a definition exists. The genre is so fluid, including settings with science so fantastic and magical systems so dogmatic that the dividing line seems impossible to lay out. Many of us are fans of both and always have been, though perhaps we appreciate science fiction and fantasy for different reasons, regardless of how we define them.

This weekend, at PaizoCon, the creators of the Pathfinder RPG announced that they would be happily dancing along this boundary with the new Starfinder RPG. With the Starfinder RPG Core Rulebook slated for an August 2017 release date, it looks like this will create whole spacefaring options set in the distant future of the Pathfinder setting, as described in the announcement blog post:

Starfinder is set in Golarion’s solar system, but far in a possible future—one in which the gods have mysteriously spirited Golarion away to an unknown location, and refuse to answer questions about it. In its place, the cultures of that world have evolved and spread throughout the solar system, especially to a vast space platform called Absalom Station. Gifted access to a hyperspace dimension by an ascended AI deity, the residents of the system suddenly find themselves with the ability to travel faster than light, and the race is on to explore and colonize potentially millions of worlds. But there are horrors out there in the darkness…

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Joseph P Laycock’s Dangerous Games: Revisiting the “Moral” Panic Around D&D (and You Thought the ‘Pups Were Bad)

Joseph P Laycock’s Dangerous Games: Revisiting the “Moral” Panic Around D&D (and You Thought the ‘Pups Were Bad)

Laycock Moral Panic
Laycock… set out to investigate the forces of darkness so we don’t have to.

The 80s Dungeons and Dragons Moral Panic gave my teenage AD&D group a headache… fortunately, only literally.

I confess that we drank too much beer while watching the movie Mazes and Monsters. We giggled at the odd (willful?) misrepresentation of our world, but perhaps that was a kind of false bravado because we also talked too late into the night: “Did they just…?” and “Erk?” and “WTF?”

Mazes and Monsters
“Did they just…?” “Erk?” “WTF?”

And so, as is the way of things, we woke up without answers to those questions, but with headaches — or at least I did.

I now know that we were lucky growing up in cosmopolitan, largely secularist, middle class Edinburgh.

Scratch the Internet (e.g.) and you’ll uncover heartbreaking stories of teenagers — even outside the USA — thrown into needless conflict with their parents, and parents duped into betrayals that can’t be fixed: imagine coming home to find your lovingly created campaign world, months of work, had been burned?*

*You’ll also get a reminder that the entire United States wasn’t consumed by this latter-day witch hunt. If you guys gave us the panic, you also gave us D&D in the first place. Plus Rock and Roll and jeans. Thanks!

And when you read these heartrending accounts, you come back to the questions, “Did they just…?” and “Erk?” and “WTF?”, more or less my 12-year-old-son’s response when he heard about all this on a podcast.

Which brings us to the subject of that podcast: Joseph P Laycock’s book, Dangerous Games: What the Moral Panic over Role-Playing Games Says about Play, Religion, and Imagined Worlds.

Laycock is like a Call of Cthulhu character: a card-carrying theology professor who has set out to investigate the forces of darkness so we don’t have to.

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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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