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The Public Life of Sherlock Holmes: SH – Consulting Detective

The Public Life of Sherlock Holmes: SH – Consulting Detective

SHCD_CoverLast week, we talked about the Dungeons and Dragons Adventure Game line. Today, we shift to something a bit more in line with this column’s title. Back in 1981, Sleuth Publications produced Sherlock Holmes, Consulting Detective (SHCD). Expansions, containing additional cases followed and it was also turned in to a PC game. I never played any of these games. Which might make you wonder why I’m doing a post on it now. Well, if you’ve visited this column before, you know that I don’t let little things like that get in my way. However, I have played the 2015 reprint of SHCD and that’s what we’re looking at today.

In the game, you are one of the famed ‘Baker Street Irregulars,’ the ragged street urchins. I’ve read in reviews that you play Wiggins, but that’s not quite the case. But that makes no difference to the game: just wanted to point it out. Holmes is too busy (and presumably Watson is too clueless) to deal with some unsolved crimes, so he sends you (and Wiggins) out to do his job for him. Really, that’s what’s going on.

The game box contains five components. First is a very slender rulebook. There’s also a map of London with quadrant and building numbers. There is a London Directory that tells you where to find people and places on the map. This ID system ties back to the Casebook, which briefly describes the crime (this is where Holmes gives you your marching orders) and contains all the leads you will follow to try and solve the case. And there are some replica newspapers that contain mostly chaff, but there is also a little bit of wheat to be sorted out.

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The Public Life of Sherlock Holmes: The D&D Adventure (Board) Games

The Public Life of Sherlock Holmes: The D&D Adventure (Board) Games

Wrath_BoxBack in 2010, Wizards of the Coast (WotC) decided to put out a board game that replicated playing 4th Edition Dungeons and Dragons. Now, 4th Edition was a debacle, but Castle Ravenloft, which was the first of four games in the Dungeons and Dragons Adventure Game line, is quite the opposite. It’s a cooperative dungeon crawl with set scenarios but random tile placement and in which the game itself serves as the dungeon master.

I’ve not played Castle Ravenloft (previously discussed here at Black Gate), which uses the iconic D&D setting. However, I am pretty familiar with 2011’s follow-up, Wrath of Ashardalon. Ashardalon is a red dragon and the party explores a cave system to eventually try and stop him. It was followed by The Legend of Drizz’t (here atBlack Gate), based on the NY Times best-selling books by R. A. Salvatore. I have also played this one several times. It looked like that was the end of the series, but last year, WizKids stepped in and in conjunction with WotC, produced a fourth installment, Temple of Elemental Evil (and also here at Black Gate). I own that but haven’t played it yet.

The games are all quite similar. There were a few changes in the first three, but I would say they’re at least 90% the same, maybe even a bit more. Temple added a campaign mode, (where you can keep items between scenarios!) that looks to be a notable change and one I look forward to exploring.

THE PARTS

Wrath_ComponentsWrathEach game comes with about a dozen sheets of interlocking tiles that make up the dungeon, as well as on average, 200 Encounter, Monster, Treasure and Hero cards that are the game play, plus tokens of various types. There’s a nice glossy, short, easy to read rule book as well as a similar Scenario book. And of course, one 20 sided die. But the real draw is the figures.

Each has about 40 heroes and monsters! They are not painted and all are reissues of official D&D minis. But where else are you going to get this many minis for the price? And you can always paint them or buy painted versions (I did that for some) if you want to jazz it up. For me, the components are well worth the cost. It all comes in a HUGE, sturdy box. I sleeved one game and everything still fits (though not in the same places). If you like to buy board games that come with a LOT of stuff, these games absolutely are the kind of thing you’re looking for. And nothing looks cheap: they use solid components.

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Of Necromancers & Frog Gods – Part One (The Public Life of Sherlock Holmes)

Of Necromancers & Frog Gods – Part One (The Public Life of Sherlock Holmes)

NECROMANCER GAMES

OGL and D20

Necro_LogoWhen Wizards of the Coast rolled out the Open Game License for 3rd Edition Dungeons and Dragons, a plethora of third party companies would produce products, leaving players with a seemingly unlimited number of options available for purchase. A few were great, more were terrible and most were in between.

That period was known as the d20 boom, which inevitably led to a d20 bust and is explained in depth in Shannon Appelcline’s tremendous, four-volume RPG history, Designers and Dragons. If you have any interest in role playing history, you will love those books (they are broken up into decades: The Seventies, Eighties, Nineties and Two Thousands).

Along the way, many new and existing companies entered the official Dungeons and Dragons world. One of the most popular and successful was Necromancer Games, founded by Clark Peterson and Bill Webb. Under a different name, Necromancer’s offspring is a major player in the RPG scene today.

The Open Gaming License (OGL) made the 3rd Edition Dungeons and Dragons mechanics permanently “open use” and the basis of a System Reference Document (SRD). The OGL was accompanied by the d20 license, which verified that third party products were compatible with 3rd Edition.

The OGL and d20 licenses had distinguishing characteristics and somebody more versed than I in the intricacies should write a post on that whole shebang. Suffice to say here, companies began rolling out d20 products from day one.

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Fantasy Adventure on a Tablet: Talisman: Digital Edition

Fantasy Adventure on a Tablet: Talisman: Digital Edition

Talisman_BoardTalisman is a fantasy board game that first came out about twenty years ago. There have been a couple editions and multiple expansions. In December of 2008, Fantasy Flight Games released a revised fourth edition, for which expansions are still being produced.

In 2012, Thumbstar Games released Talisman: Prologue, a sort of ‘Talisman Light’ ipad app. It was a one-player game and was a decent translation of the board game, though not very absorbing.

In 2014, however, Nomad Games released Talisman: Digital Edition, which is a full-blown, 1-4 player game. It’s a fine adaptation of the original.

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The Public Life of Sherlock Holmes: Munchkin

The Public Life of Sherlock Holmes: Munchkin

Munhkin_BoxToday, we’re going off topic to talk about the funnest (Most fun? More fun than any other?) game I play, Munchkin.

Those of us old enough to remember micro games recognize the name Steve Jackson as the creator of OGRE. This tiny little “board game” with the flimsy cardboard pieces launched the micro game market. As the founder of Steve Jackson Games, Jackson has produced a great many board and role playing games, including his own RPG system, GURPS (Generic Universal Role Playing System).

Back in 2001, Jackson released Munchkin, a fantasy parody card game with the motto, ‘Kill the monsters, steal the treasure, stab your buddy.’ For several years, I looked down on Munchkin as a cheap attempt to cash in on the RPG field. Then a friend bought the original Munchkin game last year. Boy, was I wrong!!

Munchkin (which comes in several variations), is flat out the most fun I’ve ever had playing a board or card game. It can be played by two, but as I’ll explain below, it really only clicks with at least three. The ‘helping’ dynamic doesn’t have nearly as great an impact in a two player game and things can get a bit flat. But with a third, it’s no holds barred.

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Modular: The Warlords of the Accordlands

Modular: The Warlords of the Accordlands

Accordlands_CodexI’m going to try to periodically post some reviews of RPG modules and supplements. If you see “Modular” in the title line, that’s such a post. And here’s one!

Warlord: Saga of the Storm was a d20-based collectible card game from AEG. I’ve never played it and know as much about it as I’ve read on Wikipedia. But I do know that in 2006, AEG released four books that made up a fine d20 RPG setting and campaign.

The World Atlas is the best starting point. There’s a long history of the world of Larisnar, going back to The Great Dragon, which destroyed gods and nations before finally being slain. But the essence of the Dragon escaped into the air and became The Storm. While its body fell deep into the earth and produced demon-like Abyssals. Most of the remaining nations and races signed The Accord as a means to survive the changed world.

The Atlas profiles each of the major nations, including those of the dwarves and elves. As part of The Accord, the Dwarves agreed to leave the surface (the Dragon had destroyed their lands) and head underground to protect against the Abyssals. They stayed down so long that the surface dwellers forgot they existed and their selfless dedication.

Meanwhile, the Elves had become short-lived, barely lasting thirty years, so they turned to necromancy. These ain’t Tolkien’s elves!

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Judges Guild Premium Editions Coming

Judges Guild Premium Editions Coming

JudgesGuild_KelnoreWhen I began playing Dungeons and Dragons in the late seventies, I was a Judges Guild fan. My friend, who had more money, would buy shiny TSR modules. And I would get the cheaper-covered Judges Guild products. F’Dech Fo’s Tomb, Ravenscrag, Inferno (with a real cover), City State of the World Emperor, Wraith Overlord… I loved reading those things.

Frontier Forts of Kelnore guarded the border of my kingdom of Troya, ruled by the great warrior, Astyannax (I got more creative over the years). I even subscribed to Pegasus magazine, right up to the day it was discontinued.

Now, I liked those Judges Guild modules and supplements, but looking back, many did not age well (though a few did). Gaming has changed a lot over the years and reading them is kind of like watching an early talkie from the thirties. They’re out of place.

Having said that, they can still be interesting. I recently considered updating Glory Hole Dwarven Mine to work with Forge of Fury as a Pathfinder dwarven adventure. However, converting those old AD&D/Universal modules would take a LOT of work.

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Deserts and Oases: Exploring Runebound – The Sands of Al-Kalim

Deserts and Oases: Exploring Runebound – The Sands of Al-Kalim

Sands_dwarf
Forget garden gnomes: Those pesky dwarves get everywhere. Even the desert!

The Sands of Al-Kalim is one of the ‘big box’ expansions for Runebound. As opposed to the smaller, ‘card-only’ expansions, these come with a new board. You lay this board over the original game board and it completely changes the terrain. Islands, the frozen north: you get the idea. There are also other components that add to the mechanics, encounters, etc.

Not surprisingly, The Sands of Al-Kalim adds a desert/Ali Baba type of theme to the base game. There are several game play modifications (boy, does exhaustion become a factor!) such as choosing to move at day or night.

But one fundamental change is when you move onto a hex with an Adventure Counter. Now you have two additional options. You can roll the Story die or possibly undertake a Legendary Adventure.

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The Public Life of Sherlock Holmes: RPGing with a board — Runebound

The Public Life of Sherlock Holmes: RPGing with a board — Runebound

RUnebound_BoardIt is very difficult to build a good RPG board game. The constraints of the medium make it hard to compare favorably with the actual pen and paper or PC/video game role playing experience.

By far, the best board/card game I’ve found that emulates the role-playing experience is the Pathfinder Rise of the Runelords Adventure Card Game. The adventures get more difficult, you level up and the gear gets better. You maintain your items, spells, and levels from scenario to scenario through an entire Adventure Path, rather than start over each game play session. I’m sure I’ll post on that excellent game in the future.

Another game that I enjoy (though not as much) is Runebound (2nd Edition) from Fantasy Flight Games. It’s not as slick as Wizards of the Coast’s Wrath of Ashardalon, and not as complex as Fantasy Flight’s Rune Wars. But it’s got an appeal for RPGers.

The large board is of thick stock and divided into hexes like old school D&D maps. You travel through different terrain to either enter towns or land on hexes with colored adventure counters. The four different colors represent difficulty levels, from easiest (green) on up through yellow, purple, and red, granting from one to four experience points per color category.

When a player lands on a counter, they select an adventure card of the appropriate color. It can be a challenge, an event, or an encounter. Usually, there’s a fight: sometimes with a skill test involved. You gain experience (and usually gold) from successfully meeting the adventure card.

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Spotlight on Interactive Fiction: Choice of the Deathless by Max Gladstone

Spotlight on Interactive Fiction: Choice of the Deathless by Max Gladstone

Between keeping up with my usual webcomics, Marvel: Agents of S.H.I.E.L.D., and several writing projects (one of them my own current work for Choice of Games), I haven’t had as much time to play games (or review them) as I’d like. But back in my December 20 post, I promised an upcoming review of Choice of the Deathless by Max Gladstone. Max is a writer friend of mine and I’m not shy about proclaiming my love for his Craft Sequence — of which Choice of the Deathless is a corollary. Since Max is currently a John W. Campbell nominee, and his Three Parts Dead just made Reddit’s list of under-read fantasy, I thought now would be a great time to spend some time on Choice of the Deathless — and mention his novels as well.

Choice of the Deathless, art by Ron Chan
Choice of the Deathless, art by Ron Chan

The world of the Craft Sequence is one in which human wizards — usually necromancers, most of whom wear pin striped suits and run corporations called Concerns — rose up against the gods in a huge war and won, leaving most of the gods dead. Lest you think this means the conceit of the world is all about the virtues of Progress over Faith, I assure you I don’t read the stories at all that way. Progress has its own failings, Faith has its strengths, and the stories told in Max’s books and game strike me as being about characters who try to find a way to reconcile the two to make the world a better place. Also: necromancers who are, effectively, lawyers, and fantasy novels that are also legal thrillers. Sometimes about ecoterrorism, corporate espionage, or just trying to find a good cup of coffee. What’s not to love?

Choice of the Deathless gives the player a chance to take part in that world of exciting corporate magic, beginning at the low rung of a Concern’s ladder with hopes of climbing all the way up to Partner. But while student loans, crappy apartments, and a lack of sleep all add flavor to the game, things really start to get interesting when the PC starts dealing with literal demons. In one case, the PC needs to keep demons from finding a contractual loophole that would allow them to gain an unlimited foothold in the human world. In another, an oppressed demon wants out of an abusive contract, without getting sent back to the demon lands. In a third, the PC must decide whether to advise a minor goddess to seek out her own lawyer or take her to court for everything she has. And the larger story arc gives PCs the chance to eventually become a skeletal, undead, master of magic — if they play their cards right.

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