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Revolt on Antares: Small but Packed with Thrills… and Memories

Revolt on Antares: Small but Packed with Thrills… and Memories

The rulebook for Revolt on Antares

A couple of weeks ago here at Black Gate, I wrote about the 1983 tabletop roleplaying game Lords of Creation, created by the late Tom Moldvay. Unfortunately, while listing some of Mr. Moldvay’s works, I left out a small but important game, Revolt on Antares.

Published in 1981 by TSR, the producers of Dungeons & Dragons at that time, Revolt on Antares was a minigame, sometimes referred to as a microgame, which were popular at the time. Other minigames of the period included Vampyre and Viking Gods, both from TSR, and such games as Ogre and Car Wars, each produced by Steve Jackson Games. These were just a few of the minigames available back then, and for a time in the early ’80s minigames brought a fair amount of business for game publishers.

As for Revolt on Antares, it was a simple war game made for two to four players. The game took place on the planet of Imirrhos, also known by the name of Antares 9, the ninth planet in the Antares solar system. All that was needed for play was the short, simple rule book, the included map, and two six-sided dice, also included. Oh, and I can’t forget the cardboard playing pieces, referred to in the rule book as counters, especially as there were three types: troops, leaders, and artifacts.

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Pop Dungeon: A Star Wars Pops Game

Pop Dungeon: A Star Wars Pops Game

SWPop_OneEDITEDMy son’s birthday is December 22nd. We’ve made sure that Sean, who just turned twelve, gets two events, and two sets of presents: we don’t combine it with Christmas. So, he’s pretty much buried in new ‘stuff’ for a week. This year, the day before his birthday, I took him and a friend to see The Rise of Skywalker. And that set him off on a Star Wars Pops buying-binge. He had a half dozen within a week. It quickly went up to eight, where it’s in a holding pattern.

Sean decided he wanted to be a Dungeon Master, and he created a new game to pay with me: Pop Dungeon. He pulled an oversized red die we had from some toy bin somewhere (it’s not from any game), and as a backup, he set aside two regular six-sided dice, though we rarely use those.

Grabbing a mish-mash of items from around his room, including a rope, a big AT-AT, some plastic apples, a Transformer, a tank, a baseball cap, and more and he placed them all around his room. Then he put six of the Pops  on his school desk, and proceeded to Dungeon Master me through a Pop Dungeon adventure!

Each Turn gives me two options: “Fight or run away.” “Search, or heal.” “Try to fix the jeep, or walk.”

I roll the ridiculously bouncy, giant red die. A 1 is catastrophic. 2 is pretty bad. 3 is not too bad. 4 means I accomplished what I picked to do. 5 or 6 means I succeeded with some type of bonus effect. It is RIDICULOUS how many times I roll a 1. I’m going to record it for one session some time, because it is waaaaaaaaay beyond statistically improbable!

There are a lot of Turns. And he gets to roll the die for his guys after two of my Turns. Even if I string together a couple successes in a row, a 1 or 2 (or a couple of them) knocks the party for a loop. The first couple sessions went an hour-plus, so I had to shorten them up.

Sometimes, the party members are killed and some aspect of the force reanimates them and they are on his team. I think in one adventure, Captain Phasma was killed from my party, then I had to kill her twice more when she was brought back on the other team. Though, Sean’s been thrashing me so soundly, he hasn’t had to do that lately.

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Wargaming with my Twelve-Year-Old

Wargaming with my Twelve-Year-Old

Outpost Gamma-small Outpost Gamma-back-small

It may be turning into an annual tradition here at the McLachlan-Alonso household–beating the Madrid heat by playing tabletop wargames. I first introduced my son to the concept of wargames with Soldiers 1918, an old Strategy & Tactics game.

This summer it was Outpost Gamma, an old Dwarfstar Games science fiction wargame available free online. Just download it, take it to your local printshop to get the board and chits on suitable card stock, and bingo! Old school fun.

This is a simple game, perfect for a kid who hasn’t done many wargames. The rules are clear and straightforward, and the game is pretty fast moving. Game time took about an hour.

Earthers have placed mining colonies on a distant planet ravaged by electrical storms. The native species isn’t too happy about it and decides to kick the miners and the space marines out. What results is basically a colonial warfare game, with a few heavily armed soldiers trying to beat off a superior force of poorly armed natives.

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Heroic Signatures: REH Digital Rights Part of $10 Million Deal

Heroic Signatures: REH Digital Rights Part of $10 Million Deal

Conan_HeroicSignatures-small

Funcom is the developer of the Age of Conan (AoC) MMORPG. They’ve currently got a resource/action RPG, Conan: Exiles, in beta, scheduled for a May, 2018 release. I’ve played quite a few hours of AoC and think it’s a very good MMO, mixing elements from Robert E. Howard’s original stories and some of the pastiches. I haven’t tried Exiles yet.

Cabinet Group LLC owns the rights to Robert E. Howard’s non-public domain works. Cabinet Group and Funcom each will own 50% of a new venture entitled Heroic Signatures. Heroic Signatures will control the interactive (gaming) rights to 29 properties — most of them based on the works of Robert E. Howard. REH characters and stories included are:

Conan, Solomon Kane, El Borak,  Dark Agnes, “Children of the Night,” Bran Mark (yes, they spelled it incorrectly!) Morn, James Allison, Cormac Mac Art, Black Turlogh, Kirby O’Donnell, Cormac Fitzgeoffrey, Steve Harrison, “Black Canaan,” Almuric, Steve Costigan, “The Black Stone,” “The Fire of Asshurbanipal,” “The Cairn of the Headland,” “The Horror from the Mound,” “The Dead Remember” and “Pigeons from Hell.”

The announcement said that Funcom will be focusing on partnerships and third party developers, indicating they want to license the properties to get games made. Funcom isn’t a mass-producer, so this may well be a way to leverage the REH property. As part of this move, Funcom got a $10.6 million investment from a Swedish company.

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Simulations Publications Inc: The TSR Incursion

Simulations Publications Inc: The TSR Incursion

Around the end of 1981, brothers Kevin and Brian Blume wrested control of TSR away from founder Gary Gygax. The company would change dramatically under their leadership, until Gygax returned from his west coast exile in 1984 and (briefly) reclaimed his company. One ‘Blume Incident’ from 1982 is a pretty good example of the way they did things.

In 1958, Avalon Hill was formed, creating the modern wargaming industry, out of which role playing games grew. In 1969, James Dunnigan created Simulations Publications, Inc. — to be known as SPI — with Redmond Simenson as co-founder. He started the company to save an existing wargaming fanzine, Chris Wagner’s Strategy & Tactics, which was in a precarious financial state. Simenson was the graphic designer for the magazine and a huge part of its success. For the princely sum of $1 (yes, you read that right), SPI took on Strategy and Tactics and made it the industry’s leading newsletter, starting with the September, 1969 issue.

Strategy & Tactics would include a new wargame in every single issue from then through the current one, which is remarkable. With the popularity of the magazine, SPI also became Avalon Hill’s major competitor in the wargaming market and enjoyed great success in the seventies. Things were good. Then, as for JFK, came Dallas. Okay, not quite.

Dunnigan’s Dallas: The Television Roleplaying Game, was a licensed product, intended to cash in on the massively successful show. My first thought is to wonder how many Dallas fans wanted to play an RPG — apparently not many. It was a disaster. Simonsen commented that they produced “80,000 copies and that was 79,999 too many.”

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Modular: Picking Pathfinder

Modular: Picking Pathfinder

I’m curPatfhinder_Corerently running a Swords & Wizardry (S&W) campaign for a few friends. I wrote here about why I chose S&W instead of my preferred system, Pathfinder. In fact, that post served as the genesis for this Black Gate feature,  Modular. But now, I’m going to look at some of the strengths of Pathfinder and why, when this S&W campaign is done, I’m going to transition the group to a Pathfinder adventure.

So, though I had both played and run Pathfinder, I chose S&W for reasons I talked about in that prior post. I wanted a more story-driven, less mechanics-based system. Also, because two-thirds of the party was new to pen and paper RPGing, I wanted something lighter in the rules department. And there’s no comparison between the two in that regard. The S&W Core Rules comes in at just over 140 pages. The Pathfinder Core Rulebook is almost 600!

Now, I explained in that first post that while I was still reading RPG products, I had stopped playing during 3rd Edition Dungeons & Dragons (D&D): there simply hadn’t been time for it.

But I wanted to get back into playing, and the choice seemed to be between Pathfinder and the newly released 4th Edition. Now, I had only ever played D&D, going back to 1st Edition. I mean, it was synonymous with role playing games and 4th Edition was the natural choice. But as I researched both systems, Pathfinder clearly seemed to be the way to go.

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Modular: Dungeon Delving Tips – Part II

Modular: Dungeon Delving Tips – Part II

Delve_ESEarlier this year, Modular looked at the first dozen tips for dungeon delving from Creighton Broadhurst of Raging Swan Press. Today, we follow up and tackle thirteen more to get to 25. Good dungeon delving used to be a lot more important than it is today.

While characters seemed to die at a great pace in Gary Gygax’s original campaigns, for most of us who grew up on pen and paper, our characters were not disposable. We tried hard to keep them alive. Necromancer Games (who you surely read about here!) even put out a 3rd Edition D&D supplement, Raise the Dead, containing party quests to bring back that lost character.

In today’s MMO/video game world, death is simply something you undo by reloading the most recent saved game. A character can die dozens of times and we still get to play them over and over again.

But when death is a real threat, that party delving into the dungeons deep needs to employ strategies and tactics to accomplish the goal and get back out alive. Every character mattered (Kinda like, ‘No one left behind’ as a party slogan). So, here are thirteen more tactics to add to the first dozen to help keep your party alive.

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Modular: Adventuring in Dangerous Terrain – Frog God Games’ Perilous Vistas

Modular: Adventuring in Dangerous Terrain – Frog God Games’ Perilous Vistas

Fields_CoverBack in 3rd Edition D&D, there were five supplements that fell under the ‘Environmental Series’ category (I’d argue it should only be the first three, but I don’t make that decision):

  1. Sandstorm: Mastering the Perils of Fire & Sand (Bruce R. Cordell)
  2. Frostburn: Mastering the Perils of Ice & Snow (Wolfgang Baur)
  3. Stormwrack: Mastering the Perils of Wind and Wave (Richard Baker)
  4. Dungeonscape: An Essential Guide to Dungeon Adventuring (Jason Buhlman)
  5. Cityscape: A Guidebook to Urban Planning (Ari Marmell & C.A. Suleiman)

It’s not uncommon to hear one of those books cited as a favorite by players from that era. They gave Dungeon Masters lots of material to incorporate into their adventures. Necromancer Games (who you read about here, right?) added to the concept with Glades of Death (a wilderness book) and Dead Man’s Chest (sea adventuring).

The concept has been continued by Frog God Games (surely you read this post about them!) for Pathfinder, Swords & Wizardry and 5th Edition D&D under the moniker, Perilous Vistas. Along with an updated Dead Man’s Chest, there have been four releases so far, all written by Tom Knauss:

Dunes of Desolation (Deserts)
Fields of Blood (Plains)
Marshes of Malice (Wetlands)
Mountains of Madness (Mountains)

The fifth installment, Icebound (Frozen Wastes), is in the works!

The general idea is that if the Dungeon Master wants to infuse some atmosphere and environment into the adventure, these supplements provide a myriad of options. Sure, they can just have the party get to the abandoned fort in the desert, or have them uneventfully move through the mountains to the deserted abbey or the monster-infested dwarven hall. Some folks like to just get to the dungeon crawl and start hacking away. That’s fine.

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My Favorite Game: Mount and Blade/Warband – Part One

My Favorite Game: Mount and Blade/Warband – Part One

Mount and Blade banner

I have spent a lot of hours on a lot of different PC/video games over the years – mostly of the fantasy/RPG variety (though Out of the Park Baseball is my favorite simulation game). And from Temple of Apshai to Dungeon Master to Baldur’s Gate to Age of Conan, I’ve quite enjoyed them. But Mount and Blade (and the stand alone expansion, Mount and Blade: Warband) holds a unique spot for me and several years after last playing it, I’m in up to my elbows again.

I spent my first round playing the original, Mount and Blade (M&B). Now, I’m playing Warband. There are some gameplay differences, the most prominent being that the latter includes multiplayer. However, I have never tried that option and don’t plan on doing so. Mount and Blade and Warband are overall, quite similar and I’ll be using the phrases interchangeably, distinguishing between versions when relevant.

The Game

M&B is a combination first person combat and strategy wargame, with some role playing elements. It is a sandbox, without a storyline. The latter is both a strength and a weakness. You create a character, form a band of troops and roam around the land, solving unrelated quests, fighting enemies and either serving a liege or carving out your own kingdom (creating your own Faction was a Warband addition). You won’t survive long if you don’t build a strong war band, and recruiting, commanding and building up your troops is really the heart of the game.

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Modular: Everything You Ever Wanted to Know About The Temple of Elemental Evil

Modular: Everything You Ever Wanted to Know About The Temple of Elemental Evil

the-village-of-hommlet-moathouse

Chainmail re-enactment of T1: The Village of Hommlet
at Garycon II, 2010 (click for bigger version)

Okay — maybe a bit of hyperbole there. About a month ago, I wrote about my favorite AD&D module, T1 – The Village of Hommlet. I mentioned that its follow-up, The Temple of Elemental Evil, was delayed for several years before Frank Mentzer completed it. Read on to learn about how Gary Gygax developed Hommlet and the Temple through play sessions and my deduction of why Temple was delayed for a few years.

Gygax and Rob Kuntz were constantly adding new levels and different environments to the dungeons under Castle Greyhawk as the players continued to eat up new content, always wanting more. Gygax began focusing his attention on developing a new region, with a campaign focusing on Hommlet and the Temple of Elemental Evil. With his game simply growing too big, Gygax split it, giving Greyhawk and its dungeons to Kuntz while he continued to work on Hommlet and the Temple.

Gygax’ son and a friend were starting to play, so Gary used the Hommlet campaign as a new, low level adventure for them, distinguishing it from the high level Greyhawk play. Gygax was busy developing TSR products and the Greyhawk Supplement (I) had come out for the Original Rules.

The Hommlet campaign was different than the Greyhawk dungeon delves. There was a village, with a smithy, an inn, a local elder, set in a rural environment. The party could role play in the village then move on to the dungeons of the Temple. It’s possible that Gygax ran players through some iterations of Hommlet and the Temple in late 1975 and into 1976.

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