Browsed by
Category: Games

Advanced Dungeons & Dragons: Treasure of Tarmin video game for the Intellivision console

Advanced Dungeons & Dragons: Treasure of Tarmin video game for the Intellivision console

Box art for the Intellivision video game Advanced Dungeons & Dragons: Treasure of Tarmin.

Some months ago I wrote about Advanced Dungeons & Dragons: Cloudy Mountain, the 1982 video game by Mattel for the Intellivision home gaming console, so it only seemed right I also come up with an article about the followup game, 1983’s Advanced Dungeons & Dragons: Treasure of Tarmin.

Right off the bat, Treasure of Tarmin is graphically a massively different game than Cloudy Mountain. For one thing, most of the action is in a three-dimensional, first-person view of the various mazes the player’s character must traverse; while this wasn’t the first video game to offer first-person action (that game would be 1972’s Maze War), this viewpoint was rare at the time for video games and, looking back, seems almost an impossibility for the limits of a home console during that era. So, visually, Treasure of Tarmin offered something not quite unique but almost so to the kids sitting at home tapping away on their Intellivision controllers.

More than just graphics, however, Treasure of Tarmin offered a depth and complexity of gameplay that was not common at the time, and again was something not generally thought of as possible for a home console of that period.

Read More Read More

Disaster Adventure in Space: Coriolis’ The Last Voyage of the Ghazali

Disaster Adventure in Space: Coriolis’ The Last Voyage of the Ghazali

How does one present a science fiction roleplaying game to a group to introduce both the setting, the basic mechanics, and give a good flavor of how it will run yet extend beyond the typical rulebook starter adventure? Free League Publishing’s Coriolis is called “Arabian Nights in space,” and its tone and setting are evocative and fresh. Set far in the future in an area of space called the Third Horizon, humankind lives and thrives on a variety of planets and space stations. While many factions exist, one major divide is omnipresent: the Firstcomers and the Zenithians. The Firstcomers fled the Second Horizon, and after a decades-long war called the Portal Wars, were eventually cut off from that area of space. Meanwhile, centuries before the portals that allow travel among the stars were found, a generation ship called Zenith left Earth for the star called Kua. Once there, they found the Firstcomers.

With its Middle Eastern aesthetic, its religious undertones (a number of icons are revered — or not — among the population), and the Emissaries — mysterious entities who recently appeared and seem to be associated with the Icons — the game has more than the traditional Western culture-based science fiction setting many RPGs call home. Introducing a playing group to the game can be a challenge, and that’s where The Last Voyage of the Ghazali comes in.

Read More Read More

The Good, The Bad, and The Ugly … of Gunslinger

The Good, The Bad, and The Ugly … of Gunslinger

Avalon Hill has long been a company known for its war gaming roots, though it has also dabbled in roleplaying games. Then there are other games. Like Gunslinger. Gunslinger is a bit different. It’s not a war game. It’s not a roleplaying game. It’s sort of both. And neither. I suppose Gunslinger could be called an Old West gunfight simulation game. So, while not exactly a war game, it is a combat game, and while not really a rpg, it does have rpg elements and something of a rpg feel to it.

Designed by Richard Hamblen and released by Avalon Hill in 1982, Gunslinger is a board game (sort of) for up to seven players, with each acting as a character in a gunfight. The game includes stiff cardboard maps, tons of cardboard cutouts, cards upon cards for character actions and results, charts and charts and more charts, and more rules than names in a telephone book (they still make those, right?). It’s already starting to sound like a tabletop rpg. Except there are no dice.

Read More Read More

LET’S KEEP THIS SIMPLE, SHALL WE?

LET’S KEEP THIS SIMPLE, SHALL WE?

Too many layers, or 100% necessary? Let’s examine this together, Friend!

100: Well, howdy there, Friend! Let me ask you a question. Do you or a spouse struggle with Character Development Mania, known more commonly as CDM? Oh, I hear you, Friend. It’s not easy to admit it when you have a problem and need help. But you can trust me, I’m in sales!
This sounds serious. Tell me more about CDM! Continue from 230.
This doesn’t sound like a real thing. Continue from 350.
I’m mostly here for the fiction and game stuff, not the writing advice. Continue from 410.

Read More Read More

Exploring Degenesis Rebirth: Primal Punk

Exploring Degenesis Rebirth: Primal Punk

Degenesis Rebirth is an RPG that keeps calling me. It’s an ear worm of the imagination. The developer, SIXMOREVODKA, has launched a fabulous website that features an interactive map, timeline, stories, audio clips, and more. It is as rich and in-depth as the books themselves and also, like the digital copies of the game, all free. The world is so rich, in fact, that one struggles at times to deal with it all.

Degenesis Rebirth is a post post-apocalyptic game. In 2073, Earth was bombarded by a number of asteroids that was as close to an extinction event without quite doing the human species in. The people of this world call the event the Eshaton. For hundreds of years, humanity struggled with the new reality and sudden shifts in the world. The game focuses on Europe and North Africa, so we know that the plummet in temperatures set off another ice age. The drop in sea levels cut the Mediterranean off from the Atlantic. The Adriatic Sea between Italy and Croatia largely disappeared. The Sahara has bloomed with vegetation and life.

Read More Read More

If I May Take A Moment of Your Time

If I May Take A Moment of Your Time

100

A failed literary outline.

Hello, Friend! Are you a writer who struggles with Scene Development Instability, sometimes called SDI? I know, it can be hard to talk about in public, but let me reassure you, Friend, that SDI can be treated!

Great, tell me more! Read on from 400.
I’m not actually a Writer! Read on from 300.
I only write short stories, so I’m immune to SDI. Read on from 200.

Read More Read More

Blast from the Past: Marvel Super Heroes RPG

Blast from the Past: Marvel Super Heroes RPG

It’s funny how different tabletop roleplaying games have aged over the years. For instance, the granddaddy of them all, Dungeons & Dragons, has waxed and waned in popularity since its inception in the 1970s, but at least to the general public it has always remained synonymous with the very notion of tabletop RPGs. Other games that were popular decades ago have now been all but forgotten, sometimes even by collectors and the most hardcore of fans. Some newer games have found purchase and are readily available, while untold numbers of RPGs have been created over the decades without drawing so much as a yawn from the market.

Perhaps surprisingly, some older games that were once popular seemed to have been pretty much forgotten by any potential audience but then decades later have suddenly sprang into popularity once again. My guess would be the age of the Internet and then the rise of social media have had a lot to do with this, with older gamers gathering online to talk about or even play their favorite games while drawing in a new generation.

One such game has been the Marvel Super Heroes roleplaying game from TSR Inc. Originally published in 1984 in the famous yellow box, with an advanced box set released in 1986, this RPG designed by Jeff Grub has had quite the uptick in popularity during the last handful of years. Not only are there multiple websites devoted to the game, but there are even Facebook pages and podcasts, plus YouTube videos devoted to discussing and playing the original Marvel RPG. There is even a modern version of the game (without the Marvel connection, of course) simply called FASERIP and free from Gurbintroll Games.

Read More Read More

The Psionic Masters: The Zhodani in Traveller

The Psionic Masters: The Zhodani in Traveller

When Traveller first released in 1977, it did not have an official setting. This quickly changed with the introduction of the Third Imperium, a large, multi-star system empire. While alien species like the Hivers, Droyne, Aslan, Vargr, and K’Kree — out of many — are prominent features in many Traveller campaigns, the fact is that the Imperium is human dominated. And the Imperium’s two major foes, the Solomani Confederation and the Zhodani Consulate, are human dominated.

Part of the setting’s lore is that the so-called Ancients took humans from Earth and seeded them throughout what is called Charted Space. Often, the humans have been altered radically for the environments. Cafadans, Darmine, Darrian, and others were either altered by the Ancients or adapted to their environments and managed to survive after the Ancients destroyed themselves in a cataclysmic war.

The Zhodani, however, occupy a special place in the Traveller setting. While transplanted by the Ancients, they discovered the faster-than-light jump drive on their own accord. More importantly, they are the only human society that incorporated psionics into their culture and government. This has had a profound effect on them and on the Imperial perception of them when the two civilizations clashed in the Spinward Marches, a designated area of space.

Read More Read More

Some of That Old School Gaming

Some of That Old School Gaming

SPI ad in The Magazine of Fantasy & Science Fiction, November 1978

I’ve been spending some time over the past few months getting my SF digests back in order. While those on the shelves were in order, I had bunches in boxes that needed to be incorporated, so it’s been a bit of work. But it’s been fun to look at them as I’m organizing them (which of course just slows that process down!)

I’d remembered that the first SF digest I subscribed to was The Magazine of Fantasy and Science Fiction, but had forgotten that the first issue of my subscription was December 1976. My copy still has that helpful mailing labeled plastered over it. But on that copy at least, from the perspective of 45 years later, I don’t mind it being on there at all.

I’ve had great fun looking again at the various SF and fantasy gaming ads that were running in digests during that period. I think that the first game I ever ordered was TSR’s Lankhmar in early 1977 (being a Fafhrd and the Gray Mouser fan, I couldn’t resist!), while I was in eighth grade, followed later that summer by SPI’s Sorcerer and Metagaming’s Ogre. Once I’d ordered a few things, my name found its way on to many mailing lists, so I wasn’t limited anymore to what I saw advertised in the digests.

Read More Read More

Viking Gods: Big battles on a small scale

Viking Gods: Big battles on a small scale

In many ways the early 1980s were the heyday of classic microgames, also called minigames, with the popularity of such games as Car Wars and Revolt on Antares, but those were far from the only games available. For instance, TSR Inc. made its fair share of microgames, including Viking Gods.

Published in 1982, Viking Gods allowed players to take part in the battle to end all battles, Ragnarok. A game for two players, one player took the side of the Forces of Chaos while the other player was in control of the Gods of Asgard. Each side in the battle had a mission. The job of the Forces of Chaos was to storm across the Rainbow Bridge and destroy Yggdrasil, the sacred tree. The side of the gods had the job of either killing Loki or destroying his army while defending the tree.

A somewhat simple war game, Viking Gods still packed lots of combat. All you needed were the included map, the game pieces, and a pair of six-sided dice. When it was their turn, players were allowed to move their cardboard pieces two spaces across a map until they came up against enemy forces. Then combat could begin. Using the combat chart at the bottom of the map, the dice were rolled to determine the outcome of battle. Depending upon that outcome, forces could be pushed back a space or they could be defeated, wiped out. Another option was the battle could lead to a draw.

Read More Read More