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Game Review: Dead of Winter from Plaid Hat Games

Game Review: Dead of Winter from Plaid Hat Games

dead-of-winter-boxColor me rotting-flesh green and call me thunderstruck. I believe I’ve been playing the best board game in my thirty years of dice rolling this week: the Plaid Hat Games survival horror magnificence that is Dead of Winter.

Ron Burgundy “That’s No Lie” seal of approval. I know I often write here with tongue probing my cheek, but this time I’m undeadly serious. Maybe it was just the subject matter, or how dark the game can get as desperation builds, but I found it my most enjoyable gaming session in memory.

I’m not just trying to squeeze in another gore-dripped Zombie-related post before Halloween, either. I was perfectly willing to let my one sad little movie post for the month be my fall contribution, but honestly, this game has taken over my brain like a Venusian virus brought back to Earth and I must write about it.

Like tabletop gaming with friends? Like Zombies? If either of these conditions = TRUE, you can read through all my blah blah questionable-humor blah blah blah, or you can get off the Internet, utilize your preferred mode of transport (I don’t care about your hair, that’s why God created baseball hats), go to your Friendly Local Game Store and grab this jewel so you can read the rules and play it over the course of Halloween all the more quickly.

You’re welcome.

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The Lost Lands: A New Campaign World for Pathfinder

The Lost Lands: A New Campaign World for Pathfinder

LostLands_StoneheartOn the opening day of Gen Con 2000, Third Edition Dungeons and Dragons was unveiled. That same day, Necromancer Games released The Wizard’s Amulet, more or less the second OGL/D20 adventure (that’s another discussion).

Necromancer, working with other companies such as White Wolf, Judges Guild, and Kenzer and Company, became one of the most successful d20 companies. Their mega dungeon, Rappan Athak, is one of the best known Third Era adventures.

However, the advent of Fourth Edition spelled doom for Necromancer. Co-founder Bill Webb founded Frog God Games, a clear successor to Necromancer, and they published products for Paizo’s Pathfinder. Frog God produced new items and also updated old Necromancer goods as well, Pathfinderizing them.

With the advent of Fifth Edition D&D, Frog God is now publishing for both lines (in addition to retro-clone, Swords & Wizardry). Necromancer and Frog God adventures and supplements had loosely been connected in that they took place in Webb’s personal campaign world.

Frog God is currently putting out that campaign world under the moniker The Lost Lands. It is going to incorporate nearly everything produced by Necromancer and Frog God Games. Some products, such as their Judges Guild updates and the Hex Crawl Chronicles, belong to other folks and won’t be included. But if you look at the long list of products, there’s an awful lot, including Gary Gygax’s under-appreciated Necropolis.

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The Public Life of Sherlock Holmes: An Index (So Far)

The Public Life of Sherlock Holmes: An Index (So Far)

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An awesome print by Tom Richmond of Holmes on screen over the years. I own print #7 of 450

Surprisingly, The Public Life of Sherlock Holmes has now made it to thirty posts. While I’m sure the dedicated reader types ‘Public Life of Sherlock Holmes’ in the search field to call up all the posts in the series, I said to myself (I talk to myself a lot),  “Bob, there’s got to be an easier way for someone to bask in the entirety of your writings so far.”

And there is! Below is an index with links to all the posts, followed by some topics likely to come.

 

Sherlock Holmes/Sir Arthur Conan Doyle

The Public Life of Sherlock Holmes – Introduction to the column (rather unoriginal title, eh?)

Lord of Misrule – Christopher Lee as the great detective

The Case of the Short Lived Sherlock – One of my favorite Holmes’, Ian Richardson

Creation to Death and Back – A good intro to Holmes, focusing on Doyle’s love-hate (minus the love) relationship with his most famous creation

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

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

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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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The Public Life of Sherlock Holmes: Gary Gygax’s Role Playing Mastery

The Public Life of Sherlock Holmes: Gary Gygax’s Role Playing Mastery

Gygax_RPMcoverMy Dungeons and Dragons roots don’t go back to the very beginning, but I didn’t miss it by much. I remember going to our Friendly Local Gaming Store with my buddy. He would buy a shiny TSR module and I would get a cool Judges Guild supplement.

And I remember how D&D was the center of the RPG world in those pre-PC/video game playing days. And Gary Gygax was IT. It all centered around him. So, I’ve been reading with interest a book that he put out in 1987, less than twelve months after he had severed all ties with TSR.

Role Playing Mastery is his very serious look at RPGing. He included the 17 steps he identified to becoming a Role Playing Master.

If you’re reading this post, you probably know that Gary Gygax and Dave Arneson co-created Dungeons and Dragons circa 1973-1974. Unfortunately, it was not a long-lasting partnership and lawsuits would ensue. While both were instrumental in creating D&D, it is Gygax who is remembered as the Father of Role Playing.

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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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Mindjammer RPG: Transhuman Sci-Fi Adventure in the Second Age of Space

Mindjammer RPG: Transhuman Sci-Fi Adventure in the Second Age of Space

Several years ago, I published my first ever roleplaying game supplement, a 200-page softback for the Starblazer Adventures RPG, using the Fate 3rd edition rules. Black Gate‘s very own Howard Andrew Jones reviewed it here, and a few short months later we were delighted when it won a Judges Spotlight Award at the ENnies in GenCon. We decided to produce a second edition…

… And here it is! A lot has happened in the meantime, not least the release of a brand new edition of Fate, the Fate Core System, from Evil Hat Productions, which won Best RPG in the Golden Geek Awards only last week. The publication of an elegant and sophisticated new edition of Fate meant that I had a golden opportunity to update Mindjammer and publish it as a full roleplaying game, taking full advantages of the Fate Core System‘s cutting edge innovations. Last month, we launched Mindjammer – The Roleplaying Game for pre-orders, providing customers with an immediate download of a “Thoughtcast Edition” pre-release PDF of the game, and this week we’re going to print and updating the PDF to the final production version.

So what’s Mindjammer? Put simply, it’s a game and a setting. As a game, it’s been called the “lovechild of Traveller and Eclipse Phase” – a full-featured science-fiction roleplaying game for the 21st century, featuring all the elements of “modern” science-fiction: transhumanism, hyperadvanced technologies, culture conflicts, rules for organisations, worlds, star systems, ecosystems, and alien life forms all drawing on the latest discoveries in xenoscience and astrophysics, wrapped up in an expansive and action-packed game which lets you play in any modern science-fiction genre.

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Spotlight on Interactive Fiction: More Superheroes!

Spotlight on Interactive Fiction: More Superheroes!

Cover image from Heroes Rise by Zachary Sergi; art by Jason Wiser
Cover image from Heroes Rise by Zachary Sergi; art by Jason Wiser

Last week, I talked about superhero webcomics, and there was some fun discussion in the comments about superheroes and fantasy and where those genres meet. Fritz Freiheit also pointed me in the direction of his slightly out of date “A Brief Overview of Superhero Fiction,” which means I’m going to have a bunch of novels to add to my TBR pile. But prose and comics aren’t the only homes of superheroes: there are a handful of interactive fiction games that let you become a super yourself. Lest you think I play a vast majority of my interactive fiction games from Choice of Games (disclosure: actually, that’s true, but I do try to diversify for this column), in this spotlight, we have two superhero games to compare and only one is from Choice of Games.

Heroes Rise: The Prodigy is the first Heroes Rise game by Zachary Sergei. (The second, Heroes Rise: The Hero Project, I have yet to play.) In it, you are a beginning hero, just on the verge of getting your license to be an official hero in Millennia City. You live with your grandmother, who has a Power with plants, because your superhero parents were arrested for the accidental killing (the court said “murder”) of a supervillain. Your family relationships are fraught, but you’re getting ready to take Millennia City by storm.

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The Battle of the Three Kings, 1578, in Miniature

The Battle of the Three Kings, 1578, in Miniature

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On a recent trip to Tangier, I visited the old American Legation, now a museum. In a dusty back room, I discovered two remarkable dioramas of Moroccan battles — the Battle of the Three Kings and the Battle of Tondibi. Today I’m presenting some images of the diorama of the Battle of the Three Kings.

In 1578, the 24 year-old king of Portugal, Don Sebastian, decided to prove himself. His predecessors had lost most of the Portuguese possessions in Morocco to the Saadians, who untied the various North African tribes against them. Don Sebastian burned with desire to reconquer the region. He got his chance when a dynastic struggle led to the Sultan Abu Abdallah Mohammad II being deposed by his uncle Abd Al-Malik. Sebastian agreed to help Mohammad II regain his throne in exchange for territorial concessions. Sebastian gathered an army of 17,000 men, including Portuguese, volunteers from Castile, Flemish and German mercenaries, and Moroccans loyal to Mohammad II.

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