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Packed Full of Fantasy Goodness: The Deluxe Tunnels and Trolls RPG

Packed Full of Fantasy Goodness: The Deluxe Tunnels and Trolls RPG

Deluxe Tunnels and Trolls-smallBack in 1980, on my last day of my first year at secondary school in the UK, an 11-year old me saw a kid with a copy of the paperback Advanced Dungeons & Dragons Players Handbook. I’d discovered Tolkien a year or two earlier, and, leafing through the book, the pictures of dragons and swords and — most particularly — the dungeon map and diagram of the Planes of Existence at the back both enchanted and fascinated me. But as an 11-year-old I hadn’t much pocket money, and on the first day of my summer holidays and clutching a single sheet pricelist catalog from Games of Liverpool, I spent £1.75 on the only thing I could afford which looked even remotely similar — a slim booklet called Buffalo Castle.

I had no idea what I was doing. When the booklet turned up at my house a few days later I realized it wasn’t even a complete game, but part of another game called Tunnels & Trolls — something called a “solo adventure.” Undaunted, I made up my own rules, played the hell out of Buffalo Castle, and made up several solo adventures of my own — and saved my pocket money for the rule book for Tunnels & Trolls.

Completely accidentally, I’d stumbled onto a path which would shape my whole life.

Fast forward 35 years (and try to say “35” quickly so you don’t feel it…). A couple of months ago I bought the newest and greatest ever edition of the Tunnels & Trolls roleplaying game, funded by Kickstarter over the past couple of years and only now hitting games stores and general release. Designed and written by Ken St. Andre, Liz Danforth, and James “Bear” Peters, and dubbed Deluxe Tunnels & Trolls, it’s effectively the 8th edition of the rules — but unlike many other RPGs, even this 8th edition isn’t too far removed from earlier editions, and if (like me) you grew up on the 5th edition rules, you won’t find yourself in too foreign territory. It’s very much the same game — just better.

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Modular: Kickstarting The Northlands Saga Complete (Frog God Games)

Modular: Kickstarting The Northlands Saga Complete (Frog God Games)

Northlands CompleteThe Vikings are coming!

I’m a fan of Frog God Games. Rising from the ashes of Third Edition D&D’s Necromancer Games, they make RPG products for Pathfinder, 5th Edition and Swords & Wizardry. Way back in 2014, I wrote here about The Lost Lands, the campaign world that would synthesize almost all of the Necromancer and FGG products — from classics like Rappan Athuk and Gary Gygax’s Necropolis to newer deadly adventures like The Slumbering Tsar saga.

I’ve happily backed several Lost Lands Kickstarters the past few years (including Sword of Air, Cults of the Sundered Kingdoms) and there’s been a ton of Pathfinder goodness for me (Don’t let the list price put you off — the PDFs are more affordable). The latest Lost Lands Kickstarter, which wraps up October 2 (and is 75% funded as I type this) is one I have anxiously been awaiting.

In 2010 and 2011, Frog God released the first four modules in Kenneth Spencer’s series set in the Northlands. The first two had a bit of an American Eskimo feel, then moved into pure Viking territory in the third and fourth. You can read my thoughts on the series here.

Then, the modules stopped coming. Greg Vaughan, Pathfinder Creative Director (and author of the previously mentioned Slumbering Tsar epic), told me that The Northlands was on hold and that it would become a separate campaign book for The Lost Lands. So, I waited… and waited…. and waited. Wait no more!

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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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The Guide to Glorantha Kickstarter

The Guide to Glorantha Kickstarter

There’s an amazing Kickstarter running at the moment. If you’re a fan of world-building, if you want to check out a world that’s been built over more than 40 years of group endeavour, with deep myths, histories, and cultures, one of the most compelling worlds in fantasy and certainly in fantasy roleplaying, you may want to take a look.

I’ve written previously at Black Gate about Glorantha, the fantasy world invented by Greg Stafford which lies behind the roleplaying games RuneQuest and HeroQuest. It’s a gorgeously detailed world; back in the days when Dungeons & Dragons was all about faux-medieval Tolkienery, Glorantha emerged as a lavish fantasy analog to the ancient world of Greece, Persia, and Rome. It’s a world of centaurs, heroes in bronze-crested helms, giants as big as mountains, and arcane cults which reshape the world as their worshippers offer sacrifice. Rich, complex, and sophisticated, it can offer the lightest play styles, or a rich immersive shared storytelling experience, with as much detail as anyone could want.

Glorantha owes a lot to Joseph Campbell, too. The “hero path” is an integral part of the world – how its inhabitants relate to the very real (and often mercurial) gods which surround them, and how heroes can penetrate the timeless realms of the gods and return with treasures physical and mystical. If, like me, you’re interested in the transcendent aspects of the stories we tell one another, Glorantha is a compelling world.

I’ve been gaming there since 1980; parts of it I feel I know better than my own hometown. But, over the past few years, Glorantha has entered a new golden age, as under the leadership of Jeff Richard and Rick Meints, Moon Design Publications have released multiple very high quality books providing new and deeper detail to the world. I’ve written about Sartar, Kingdom of Heroes; the Sartar Companion; and Pavis, Gateway to Adventure in previous posts – they’re all well worth a look, and highly recommended.

Over the past few years, Jeff Richard has been working on a book which looks like it will set a new standard in RPG supplements – a guide to the whole world of Glorantha itself. It’s a massive undertaking – an encyclopaedic opus detailing the places and cultures of a whole fantasy world, in exquisite detail. It’s been attempted twice before – once in the 1980s and once a decade ago – but in relatively abbreviated form. The new Guide to Glorantha is anything but abbreviated: it comes in at a whopping 400 pages of 10″ x 12″ book, detailing the geography, history, and cosmology of Glorantha, its cultures and races, as well as two continents, two subcontinents, and multiple archipelagos, plus a massive atlas filled with highly detailed and gorgeous maps – over 64 pages worth at the last count. The Guide to Glorantha is system agnostic – it doesn’t contain any games mechanics content, it’s pure setting detail, so you can use it with any game ruleset, or just read it for the pure pleasure of it. The Kickstarter has been running for a little over a week, and already has blown through its initial target. As a result, the initial scope of the project has expanded hugely, so that we’re now getting more regions detailed, more maps added, and an entire new “Companion” to the guide detailing things like the geography of the mythic regions of Glorantha, plus monographs by key industry writers. For those of us who’ve been playing quests into the realms of myth, this is nothing short of breathtaking in its ambition.

Check it out. If you’re a fan of Glorantha, or of fantasy worlds, or just want to see a beautiful example of world-building, the Guide to Glorantha may be for you. The Kickstarter runs until Tuesday, 18th December, and features a flexible pledging scale and increasingly attractive rewards.