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Explore Jack Vance’s Rich and Dangerous Universe in The Gaean Reach from Pelgrane Press

Explore Jack Vance’s Rich and Dangerous Universe in The Gaean Reach from Pelgrane Press


The Gaean Reach
and The Gaean Reach Gazetteer (Pelgrane Press, 2014). Covers by Chris Huth

The great Jack Vance doesn’t get a lot of love from role players. Despite his huge influence on the field (Gygax based the fundamental cast-and-forget spellcasting system of Dungeons and Dragons on the Vancian magic system the author developed for his Dying Earth tales, just as an example), there aren’t a lot of ways to use dice to explore the wonderful worlds Vance created.

Twenty years ago Pelgrane Press released The Dying Earth Roleplaying Game by Robin D. Laws, which went a long to rectifying this artistic injustice. More recently Laws and Pelgrane Press took the versatile Gumshoe System, designed for running investigative games like Trail of Cthulhu and Ashen Stars, and used it as the basis for The Gaean Reach, a science fiction RPG set in the lusciously detailed setting for much of Vance’s best science fiction, including The Demon Princes novels, the Cadwal Chronicles, the Alastor Cluster trilogy, and the Ports of Call novels.

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Starfinder: Galaxy Exploration Guide and Tech Revolution

Starfinder: Galaxy Exploration Guide and Tech Revolution

Back in September, I made it back to Gen Con. It was different in so many ways after the year off from last year. First, and perhaps least significant, it was in mid-September instead of the beginning of August. On the personal level, it was extremely different because I was there as a game designer, playtesting my new card game design, Eureka Science Academy, in the First Exposure Playtest Hall (a profoundly unfortunately-named place to hang out during a global pandemic). Normally, I’m there on a press pass, and my goal is to get exposed to as much new material as I can to share with the Black Gate readership.

On top of all of that, though, it was profoundly different because most of my favorite game companies weren’t even there. No Paizo. No Privateer Press. No Fantasy Flight Games. No Asmodee. No Looney Labs. No IELLO. Instead, these companies took their Gen Con presence online this year, and Paizo had a particularly robust selection of online content.

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The Cold and Encroaching Doom of Death in Space

The Cold and Encroaching Doom of Death in Space

Player and gamemasters (GMs) of tabletop roleplaying games often refer to “crunch.” This is in reference to how the mechanics of the game work, and generally (though I suspect some folks will fight me on this), a crunchier game has more context-based rules. For example, the least crunchiest game is someone roles a 20-sided die and no matter what, if it rolls above 10, it is always a success. You start adding crunch to it when the rules start to say, “okay, not modify that roll by +2 for attempting to break a grapple or -1 if doing the task in the dark.” Games can get crunchy in a whole lot of ways (lots of rules for various situations–looking at you Starfinder). Some go way crunchy (an example of an extreme crunchy game is Dystopia 23, see my article here).

In the early 2000s, games tended to get more complex and crunchier and a “movement” referred to as the OSR, or old-school revival (sometimes old-school renaissance), crept into the tabletop gaming community. Originally hearkening back to the supposed simpler days of tabletop RPGs in the early 70s (okay, the early days of Dungeons & Dragons), the movement’s core can best be summed up in “rulings over rules.”

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Back to Where It All Began: Twilight: 2000‘s Return to Europe Campaign

Back to Where It All Began: Twilight: 2000‘s Return to Europe Campaign

Twilight 2000: Return to Warsaw (GDW, 1989)

Twilight: 2000, GDW’s mid 1980s post-apocalyptic roleplaying game, started out in Europe. The players, part of the US Army’s 5th Division, hear their commander’s last, chilling words: “You’re on your own. Good luck.” Trapped in Poland and far away from friendly lines, the players are presumed to want to return to the United States, where they believe conditions may be better.

The major powers in the conflict portrayed in Twilight: 2000 inched across nuclear apocalypse, and amongst the ruins of devastated cities, blasted landscapes, and radioactive craters, the players encounter groups of armed thugs, petty warlords, families struggling to survive, disease, and a host of other ills. But always a drip of hope.

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Cruising in a Submarine: Twilight: 2000‘s The Last Submarine Campaign

Cruising in a Submarine: Twilight: 2000‘s The Last Submarine Campaign

The Last Submarine (GDW, 1988)

Twilight: 2000 the 1980s tabletop Roleplaying game by GDW started with the players stranded behind enemy lines in Poland with the disintegration of the last major offensive of World War III. The first six published adventures, referred to as the Polish Campaign, deal with the players attempting to find passage back to the United States.

Twilight: 2000’s setting takes place after the US and USSR have exchanged nuclear strikes, inching across the nuclear apocalypse. Players find themselves in the midst of society breaking down — with pockets and dreams of hope and recovery. Once back in the US, they learn not all is well. The country has split into many semi-independent states, governing bodies, and anarchy. The military and remnants of the civilian government are competing for legitimacy and control. It seems only fitting that a trilogy of adventures, The Last Submarine Campaign, should see the players returning to Europe.

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Roleplaying in the World of The Expanse

Roleplaying in the World of The Expanse

I have heard it said that a number of the central ideas in James S. A. Corey’s The Expanse series were first developed for a tabletop RPG campaign (a series of adventures that usually tell a coherent story arc). I have been unable to validate this, but one find any number of chats positing the game they were playing. And the Foreword for The Expanse RPG does say “for a long run, it was a roleplaying game campaign.” Which RPG, I have not heard definitively stated.

James S. A. Corey is the pen name of authors Ty Franck and Daniel Abraham. What we do know for certain is that they originally pitched The Expanse for an MMPORG (I’m assuming something akin to World of Warcraft). Failing that, they hoped to make a tabletop RPG, and then decided to write the novels, the first of which was Leviathan Wakes in 2011. The ninth and final novel of the series, Leviathan Falls, releases in November this year. The series has exploded in popularity, spawning eight stories and novellas (the last of which is will appear in March 2022), a TV series (entering the sixth and final season in December on Amazon Prime), a board game, comics, and — yes — its own tabletop RPG. Full circle in a way.

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Join the Corps! The Colonial Marines Operations Manual for Alien: The Roleplaying Game

Join the Corps! The Colonial Marines Operations Manual for Alien: The Roleplaying Game

When Free League Publishing released the ALIEN Roleplaying Game, the obvious next supplement (beyond adventures) was a book about the Colonial Marines, featured so prominently in the film ALIENS and subsequent comics and books. The ALIEN Roleplaying Game core rulebook has proven to be very successful, coming in as one of the top five bestselling RPGs in 2021. Black Gate’s own E.E. Knight reviewed that book, which you can read here.

This author’s personal take on the core rules is that they are superb. They capture the cosmic-slasher-horror and cyberpunk-ish setting of the ALIEN universe as we’ve come to understand it. Combat is deadly and the stress mechanic is brutal, particularly when fighting the titular xenomorphs. Characters quickly succumb to all sorts of panic as they witness their human allies impaled by spiked tails, dragged away to become home to the alien implanted larvae, see humans metamorphose into something else as they encounter black goo or corporate experiments with it, and many more. The game is intentionally unfair and unbalanced against players (which they need to understand upfront). When all the players accept this and engage in the store, this results are exciting and memorable roleplaying. Players generally know their character are likely doomed and still work to find their way out. A sliver of hope.

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Exploring and Adventuring the Traveller Way: The Sky Raiders, Part 2

Exploring and Adventuring the Traveller Way: The Sky Raiders, Part 2

The is the second of two articles covering FASA’s published adventures in the Sky Raiders trilogy for Traveller. You can read the first here.

The Keith brothers, so prominent in creating Traveller materials during early years of the game, did not end the story of the Sky Raiders with The Legends of the Sky Raiders, but continued it on The Trail of the Sky Raiders and The Fate of the Sky Raiders. While both sequels can be played independently without having run through the previous one or two, the motivating rationale and exploration of Mirayn in Legends turns into more straightforward exposition. I think a more satisfactory story begins with Legends.

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Raiders of the Lost Ark in Traveller: The Sky Raiders

Raiders of the Lost Ark in Traveller: The Sky Raiders

The is the first of two articles covering FASA’s published adventures in the Sky Raiders trilogy for Traveller.

The Keith Brothers, J. Andrew and William, were prolific and significant contributors to Traveller in the 1980s, often writing under pen names to avoid entire products being obviously written by the two. They wrote the classic Murder on Arcturus Station (you can see my review here). In 1981, they published via FASA (a notable RPG published with licenses to produce Traveller RPG supplement and adventure material), the first in a trilogy of adventures: The Legend of the Sky Raiders. This was followed in 1982 by The Trail of the Sky Raiders and The Fate of the Sky Raiders.

The trilogy is a planet hopping adventure focusing on hunting down the mysteries of the Sky Raiders, a lost civilization. The Legend of the Sky Raiders minces no words in the tone and type of adventure they are going for:

“Dedication: To Indiana Jones, who would feel right at home here.”

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Traveling through time with The Dr. Who Role Playing Game

Traveling through time with The Dr. Who Role Playing Game

Once upon a time, there was an age in which no one had heard of Weeping Angels or The Timeless Child, an age before the fez but after jelly babies, an age before Daleks could fly when there had been only six Doctors. I’m talking about 1985, the year The Dr. Who Role Playing Game was released by FASA, a company then known as the original publisher of the Shadowrun tabletop roleplaying game and the science fiction war game BattleTech.

The Dr. Who Role Playing Game came in a boxed set with three books of rules: The Player’s Manual, a Game Operations Manual, and a Sourcebook for Field Operatives. There were at least three different printings of this game with the first printing having a cover painting of the Fourth Doctor and companion Leela while the second and third printings had covers of a photograph of the Fourth Doctor and Leela. Also, while the information was the same, the various rules books inside the box had different covers for each of the three printings.

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