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The 2013 ENnie Award Winners Announced at Gen Con

The 2013 ENnie Award Winners Announced at Gen Con

Rise of the Runelords-smallThe Gen Con EN World RPG Awards were announced today.

The ENnies have proven very reliable at showcasing the best in innovation and excellence in role playing design and execution, and a fine predictor of long-term success — last year’s winners included some of the biggest products of the year, including Pelgrane Press’s Ashen Stars, Lords of Waterdeep from Wizards of the Coast, Savage Worlds Deluxe from Pinnacle, and the Pathfinder Roleplaying Game Beginner Box from Paizo.

This year, the winner’s circle is just as impressive, and includes Sarah Newton’s Achtung! Cthulhu, Shadows of Esteren from Agate Editions, the NPC Codex from Paizo Publishing, Night’s Black Agents from Pelgrane Press, Dungeon World from Sage Kobold Productions, Night’s Watch from Green Ronin — and the adventure I found most impressive this year, Paizo’s Rise of the Runelords, a massive 420-page compilation of the 6-part Pathfinder adventure.

Here’s the complete list of winners.

Best Adventure

  • Achtung! Cthulhu – Three Kings (Chronicle City/Modiphius Entertainment) *Silver Winner*
  • Pathfinder: Rise of the Runelords Anniversary Edition (Paizo Publishing) *Gold Winner*

Best Aid/Accessory

  • Night’s Watch (Green Ronin) *Gold Winner*
  • The Unspeakable Oath (Arc Dream Publishing) *Silver Winner*

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Vintage Treasures: Adventure on the Final Frontier with Star Explorer

Vintage Treasures: Adventure on the Final Frontier with Star Explorer

Star Explorer FGU-smallHow do you create a Star Trek game without a Star Trek license?

Turns out it’s not actually that hard — at least not if you follow the example of Star Explorer, the science fiction game of “Adventure on the Final Frontier” published in 1982 by Fantasy Games Unlimited.

Star Explorer was released three years after Star Fleet Battles, Steven V. Cole’s groundbreaking wargame from Task Force Games in 1979, and the same year as the first true Star Trek RPG, Star Trek: The Role Playing Game, published by FASA. Both competing titles were hits, with multiple editions over the next few decades.

In contrast, Star Explorer vanished pretty quickly, with virtually no supporting material at all. Which is a shame, because it had a lot of potential.

Star Explorer is an adventure game of exploration and encounter in deep space. It places you in the role of a starship captain who must command her ship on a variety of dangerous missions. Success depends on your ability to select the right crew for away missions and to tweak your ship design as required.

While it had some role playing aspects, it was really a board game, with a board and everything. Not a board that displayed tantalizing planets and star systems for you to explore, sadly. No, just a green, featureless tactical map used to resolve star combat. But you did get 240 colorful counters you could push around the map and imagine were exploring stuff.

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When Aliens are Delicious: Murray Leinster’s “Proxima Centauri” and the Creepy Side of Pulp SF

When Aliens are Delicious: Murray Leinster’s “Proxima Centauri” and the Creepy Side of Pulp SF

Astounding Stories March 1935What if the first aliens we encounter were made of chocolate? Crunchy, delicious, bite-sized chocolate. Imagine that during that all-important First Contact, you decided to take an experimental bite — because, one, chocolate aliens, and two, who would blame you? — and discovered they were so delicious they brought on raptures of ecstasy.

This is more or less the premise of Murray Leinster’s rip snortin’, force-ray filled space adventure “Proxima Centauri,” from the March 1935 issue of Astounding Stories. Except that the aliens are actually highly advanced carnivorous plants who have systematically hunted every form of animal life on their home planet to extinction, and the delicious, bite-sized aliens are us.

“Proxima Centauri” has been reprinted a few times, but I’d never read it. It came up in the comments on my June 20th article on The Best of Murray Leinster, the first of the Classics of Science Fiction series I’ve been exploring recently. A reader named Doug said:

The one story of Leinster’s that impressed me the most was “Proxima Centauri.” Even if the main drive of the plot is pure pulp, the way he describes human behavior during the long trip adds a realism that counter balances the more fantastic elements (i.e. Plant Men). It’s aged incredibly well when you consider that it was written “Before the Golden Age” (I read this first in the same-named Asimov edited anthology).

Fletcher Vredenburgh concurred:

I was eleven when my dad bought and read the Leinster collection. When I asked him about it he said he didn’t think I’d like it. Fortunately, that only encouraged me to give it a try. Glad I did. The gloriously pulpy “Proxima Centauri” still creeps me out.

Well, that was enough for me. I dug out my treasured copy of Before the Golden Age and settled in to enjoy a classic tale of space travel and creepy aliens from a pulp master.

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Some Mysteries You Don’t Want to Solve: Exploring Dead Rock Seven

Some Mysteries You Don’t Want to Solve: Exploring Dead Rock Seven

dead-rock-sevenOne of the most popular gaming articles I’ve written in the last year was my review of Robin D. Laws’s Ashen Stars, the new science fiction RPG from Pelgrane Press. Month after month, that review has been creeping up the traffic charts.

It’s not hard to see why. Ashen Stars is one of the best new SF games on the market — and one of the best new RPGs in any category. It was a winner in the “Best Setting” category in the 2012 ENnie Awards and Pelgrane Press has continued to support it with top-notch adventures and other supplements. It’s taken a while to catch on, but the industry is starting to notice.

Here’s what I said, in part, in my October review:

Robin D. Laws has created an extremely appealing game of space opera procedural mysteries. In the tradition of the best hard boiled detective fiction, players are constantly scrambling for money, equipment, and respect… all of which they’ll need to succeed in a war-ravaged perimeter where trust is a precious commodity, and very little is truly what it seems.

The players in Ashen Stars are private eyes — excuse me, licensed mercenaries — acting as freelance law enforcement on a rough-and-tumble frontier called “the Bleed,” where humans and half a dozen alien races mingle, compete, and trade. The Mohilar War that devastated the once powerful governing Combine ended seven years ago, and no one is sure exactly how. The Combine is in no shape to govern the Bleed, and rely on loosely-chartered bands like the players to maintain peace in the sector, keep a lid on crime, and investigate odd distress signals from strange corners of space…

The writing and color art are impressive throughout, and the book is filled with fascinating tidbits that will make you anxious to play, and re-introduce you to the essential joy of role playing.

Given a game with that much promise, I was anxious to see what kinds of adventures would arrive to really flesh it out. Now I finally have my hands on the first major campaign for the setting, Dead Rock Seven, a set of four scenarios by Gareth Hanrahan, and I’m pleased to report that I’m not disappointed.

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Sean T. M. Stiennon reviews The Black Opera

Sean T. M. Stiennon reviews The Black Opera

the-black-operaThe Black Opera
By Mary Gentle
Night Shade Books ($15.99, trade paperback, 531 pages, May 2012)

I bought a copy of The Black Opera based on the sheer strength of its premise. A fat fantasy novel set in the baroque world of opera, centered around a production engineered to call Satan himself up from Hell? Sign me up for a first class ticket. If there’s anything that Andrew Lloyd Weber has taught us, it’s that opera is the perfect setting for burning passion, dark secrets, and adventure in the shadows. Adding a diabolical scheme into the mix seems like a perfect way to roll the awesome dial up past 11.

However, the first thing I noticed about The Black Opera is that it wasn’t anything close to the lurid, swash-buckling, cult-fighting novel I wanted. It is, in fact, a rather restrained and stately affair, more concerned with the enlightened intellectual climate of the early 19th century than with blood, romance, and action.

Our hero is Conrad Scalese, an opera librettist living in Naples in the third decade of the 18th century. His first great success, a heretical opera entitled Il Terrore di Parigi, has earned him the malicious regard of the iron-handed Inquisition. Only the intervention of the King Ferdinand saves him from imprisonment, but in return for the king’s protection, Conrad must accept a difficult task.

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Weird of Oz Conjures Up Some Other Horrors

Weird of Oz Conjures Up Some Other Horrors

the-conjuring-poster-1This week, I’m going to take a break from the summer heat and my blogging of Arak, Son of Thunder to get all spooky on you. This is a topic I’d normally tackle in the autumn, closer to Hallowe’en, but it turns out that one of the surprise summer hits is a supernatural horror film called The Conjuring. If you enjoyed that film and are looking for some home-viewing follow-ups, here are a few to consider…

The Messengers (2007)

As the movie poster for The Messengers tells us, “There is evidence to suggest that children are highly susceptible to paranormal phenomena.”

One thing’s for certain: the children in this film certainly are.

A few years ago, I saw a subtitled edition of The Eye, the movie that put Hong Kong co-directors (and twin brothers) Danny and Oxide Pang on the American map, and it did induce chills. Here, as in that earlier film, the Pangs demonstrate their skill at evoking the dread of The Thing You Must Not See: you know something is behind you, but you can’t turn and look because what you’d see might make your heart freeze.

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Self-published Book Review: Sorrel in Scarlet by Peter Vialls

Self-published Book Review: Sorrel in Scarlet by Peter Vialls

SorrelforKindle3Sorrel in Scarlet is an old-fashioned sword and sorcery tale (with just a little bit of early industrial technology), which put me in mind of Edgar Rice Burroughs’s John Carter series, not least because of the abundance of red and the scantiness of clothing. But there’s also the obvious parallel of the heroes finding themselves lost in a strange land and coming to the rescue of the people there. I do think this book comes across favorably in the comparison, since the heroine, Sorrel, is less superhuman than Captain Carter, and thus her adventures are more believable.

In the years before the story begins, the humans of Sendaal rose up against their dragon overlords… and lost. Sorrel is one of the few remaining pilots in Sendaal, and part of a group of rebels looking to achieve some measure of revenge. To that end, she steals a jasq–the living symbiote that provides sorcery to both humans and dragons–from Wrack, the very dragon who had cut her own jasq out and stolen her sorcery. Her daring escape goes less smoothly, and Sorrel crash lands her triplane in the Chasm. This deep rift in the ground is perpetually shrouded in mist, and those on the surface believe that it either leads to a sea or the center of the Earth. Instead, there’s a vast scarlet forest at the bottom of the rift. With her co-pilot dead and suffering from fatal injuries herself, Sorrel implants the jasq in herself in a desperate attempt to save her life. Implanting a second jasq is usually fatal, but in this case works… mostly. It heals her injuries, but causes agony whenever she tries to enter the magerealm to use sorcery.

One would think that being trapped in the Chasm with a dragon, a destroyed plane, and a non-functional jasq would be enough of a challenge, but Sorrel soon discovers that there are worse things in the Chasm. The red forest is crawling with deadly predators, orc-like graalur, and worst of all, the serpentine lloruk, creatures of legend thought to be extinct after their war with the elves. Fortunately, there are more or less friendly humans there too, and Sorrel soon finds herself trying to help them against the graalur. The lloruk are on the warpath, conquering and enslaving city after town, and preparing to use something worse on the surviving humans–a modified jasq called a larisq that can control the mind. Sorrel is desperate to help those who took her in; but it’s a task she can’t perform on her own, without any technology or magic, and she finds herself relying on her worst enemy, Wrack.

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Pathfinder RPG: Chronicles of the Righteous

Pathfinder RPG: Chronicles of the Righteous

ChroniclesRighteousIf you’re one of the generation of gamers who cut their teeth on 20-sided dice, you know that the mythology around the Dungeons & Dragons fantasy settings often hinge upon the machinations of deities, at times capricious and petty, at times aloof, at times all too ready to lend a not-particularly-helpful hand. (Yes, I’m looking at you, Fizban.)

The gods also play a central role in the D&D-stepchild game of Pathfinder RPG, produced by Paizo Publishing. Their setting of Golarion puts an interesting twist on the gods, by featuring a number of deities that were once mortals who ascended to godhood. The gods of Golarion are controversial and the cause of much conflict, with the desert nation of Rahadoum going so far as to outlaw the worship of any deity under penalty of death. (The atheism of Rahadoum is a central theme in James L. Sutter’s fantastic novel, Pathfinder Tales: Death’s Heretic.)

But the gods are not the only otherworldly beings that have designs on Golarion. In their recent Pathfinder Campaign Settings release, Chronicles of the Righteous (Amazon, Paizo), Paizo dives more deeply into the Empyreal Lords. These are supernatural beings from other realms who have ascended to prominence in the Outer Planes, becoming almost like lesser gods who focus on their domains of interest and gather smaller groups of dedicated followers and servants to further their interests on Golarion.

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Now to Rave: A Review of Fearsome Journeys: The Solaris Book of Fantasy

Now to Rave: A Review of Fearsome Journeys: The Solaris Book of Fantasy

Fearsome Journeys The New Solaris Book of FantasyIn recent months, I’ve been trying to check out newer writers in the fantasy field. As visitors to this site know, one of the best ways to do this is by investigating the New Treasures posts and Black Gate Online Fiction.

But, another good way I’ve found is by keeping an eye out for newer fantasy anthologies (which are often listed as New Treasures on Black Gate). In my opinion, some of the best include David Hartwell’s Sword and Sorcery, Lou Anders and Jonathan Strahan’s Swords and Dark Magic, and John Joseph Adams’s Epic: Legends of Fantasy.

When Black Gate recently announced Fearsome Journeys: The Solaris Book of Fantasy edited by Jonathan Strahan, I immediately wanted to check it out. Though I’m fairly new to the contemporary SF&F scene, I recognized most of the star lineup of authors that editor Jonathan Strahan had commissioned. Therefore, I was very interested in acquiring and reading Fearsome Journeys.

I ordered posthaste, received it, and the reading mission was accomplished. Now to rave.

Many of Fearsome Journeys’ stories fit squarely within the tradition of fantasy — which I love! For instance, many contain typical tropes such as magic, dragons, wizards, fighters, thieves, etc., as well as familiar plot angles like quests to recover treasure or kill some monster or dragon. However, as one would expect from this lineup, many are fairly experimental attempts to push the boundaries of what is, or should be, considered fantasy. Let me give a few highlights.

Glenn Cook provides another great tale of the Black Company, his popular fantasy military troop, with his story “Shaggy Dog Bridge.” Similar to Cook’s Black Company, Scott Lynch’s “The Effigy Engine” centers upon a group of (wizard) warriors called the Red Hats, who are battled-hardened cynics often attempting to just get by. This was a very interesting tale describing war contraptions that reminded me of medieval versions of the AT-AT Walkers from The Empire Strikes Back. Very cool!

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Experience the Epic Madness of Eternal Lies From Pelgrane Press

Experience the Epic Madness of Eternal Lies From Pelgrane Press

Eternal LiesPelgrane Press has been producing some of the most ambitious and exciting RPGs in recent memory.

They began in 2001 with one of my favorite RPGs, The Dying Earth, based on the rich world created by Jack Vance. More recently, we covered their ENnie Award-winning SF game Ashen Stars; the mammoth adventure compilation for Trail of Cthulhu, Out of Space; and their epic fantasy release 13th Age — which topped the list of 9 Most Anticipated RPGs of 2013 recently compiled by EN World.

But it’s quite possible they’ve topped all of those with Eternal Lies, a massive new campaign for Trail of Cthulhu by Will Hindmarch, Jeff Tidball, and Jeremy Keller. The early buzz on Eternal Lies compares it very favorably to Masks of Nyarlathotep, the seminal 1984 mega-adventure for Call of Cthulhu that is frequently (and justifiably) cited as the finest role playing adventure ever written.

A decade ago, a band of occult investigators battled against the summoning of an ancient and monstrous evil.

They failed.

Now, you must piece together what went wrong. Investigate ancient crypts, abandoned estates, and festering slums. Explore choked jungles and the crushed psyches of your predecessors. Follow in their footprints and make new ones of your own. This time, there won’t be another chance. The world is yours to save… or lose.

Pelgrane Press is selling the adventure in a special pre-release bundle with the soundtrack album, print edition, and PDF. They’ve created an audio trailer voiced by Wil Wheaton, which you can listen to here.

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