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Author: Bob Byrne

Modular: Successful Adventuring — Or, Staying Alive & Getting the Gold

Modular: Successful Adventuring — Or, Staying Alive & Getting the Gold

Adventuring1_GloamholdCreighton Broadhurst is the founder and head honcho of Raging Swan Press, one of Pathfinder‘s leading third party publishers. His Shadowed Keep on the Borderlands is the spiritual successor to the old moat house in The Village of Hommlet. Creighton plays Pathfinder, but he approaches the rules-heavy game with an old school style, which is something I’ve been trying to figure out for myself.

His blog features lots of lists: GM advice, player tips, favorite modules, etc.. I broke his 25 Dungeon Delving tips into Parts One and Two and added my own comments (nothing like letting somebody else do the heavy lifting for a good post!). It seemed to work and Creighton didn’t mind, so I’m going to write some more Modular posts along those lines, like this one.

The Principles and bolded text below are Creighton’s, followed by my comments. Please share your thoughts on these principles and definitely go check out Creighton’s blog: it’s got a lot of great stuff for both players and GMs. And if you’re looking for some products to help out with your game, head on over to Raging Swan Press.

Selection and Maintenance of the Goal

A single, unambiguous goal is the keystone of a successful foray. Selection and maintenance of the goal is the master principle of adventuring. Do not get sidetracked or distracted; that way, disaster lies.

This is the opposite of the “Ooh, shiny object” approach. It’s so easy to get off track and chase after the ‘thing of the moment.’ Rumor of a dragon in the mountains, let’s go get him! Treasure in a cave outside of town? We’re on it! Heard a sound down that tunnel, turn left.

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Robert E. Howard Wrote a Police Procedural? With Conan?? Crom!!!

Robert E. Howard Wrote a Police Procedural? With Conan?? Crom!!!

BG_GodBowlComicCoverReportedly, Ernest Hemingway bet Howard Hawks that the director couldn’t make a good movie out of his worst book. Hawks took the bet and we ended up with Humphrey Bogart in To Have and Have Not (it’s not Bogie’s best, but I vote Hawks the winner of the bet). Suppose I told you I could show you that one of what’s commonly considered among the worst Conan stories isn’t really that bad – and that it’s a pre-genre police procedural? Ready to take on the challenge?

In 2015, Black Gate‘s Discovering Robert E. Howard series showcased the breadth and diversity of REH’s writings. Boxing stories, westerns, science fiction, Solomon Kane, El Borak: Howard was an immensely talented author who wrote in a variety of genres. My first entry in the series was about Steve Harrison, Howard’s take on the hardboiled private eye with a weird menace twist. As you can read in that essay, Howard didn’t care for the genre and he abandoned it almost as quickly as he entered it. Today, I’m going to look at his lone police procedural. Yep – Robert E. Howard wrote a police procedural before the term was even in use. And it features Conan!

The general consensus is that Howard hit the mark with his fourth Conan story, “The Tower of the Elephant,” published in March of 1933. His first was “The Phoenix on the Sword,” which appeared in Weird Tales in December of 1932 and was a rewrite of an unpublished Kull story, “By This Axe I Rule.” Farnsworth Wright, editor of Weird Tales, rejected the second, “The Frost Giant’s Daughter,” which to me, reads more like a chapter in a longer work than a self-contained story.

“The God in the Bowl” was probably written in early 1932 and was Howard’s third Conan story. Wright rejected this one as well and it did not see print in any form until an edited version by L. Sprague de Camp was published in 1952’s Space Science Fiction, Volume 1, Number 2 (the story has nothing to do with either space or science fiction…). De Camp did less chopping on this one than most of his Conan edits, but fans could finally read Howard’s original text in Donald Grant’s The Tower of the Elephant in 1975.

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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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The Public Life of Sherlock Holmes: Solar Pons – The Complete Basil Copper

The Public Life of Sherlock Holmes: Solar Pons – The Complete Basil Copper

I’ve posted a few times about Solar Pons, whom Vincent Starrett called, “The best substitute to Sherlock Holmes known.” Since I created www.SolarPons.com and founded The Solar Pons Gazette, it’s fair to say I’m a big fan of the ˜Sherlock Holmes of Praed Street.’

Erikson-Lees cov copy

August Derleth wrote seventy-something stories about his creation before passing away in 1971. Derleth’s Arkham House publishing company had printed some works by British horror author Basil Copper and Arkham editor James Turner, in response to a Pons-related letter from Copper, suggested that the British writer compile the entire Pons collection into a two-volume Omnibus. Copper did so, making some 2,000 edits to Derleth’s originals to ‘correct errors.’ Copper referred to this Omnibus as “a veritable feast for Pontine enthusiasts.”

Sure. Except that there was a major outcry from said enthusiasts at Copper’s hubris in rewriting the master’s work (reminds me of L. Sprague de Camp ‘revising’ Robert E. Howard’s original Conan writings). It seems to me that the split was never healed. Meanwhile, Turner asked Copper to continue the Pons saga. Copper wrote four collections of stories and one partially completed novel over the next few years (he would go on to release two more collections of originals and complete the novel).

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By Crom: The Tor Conan – Quality May Vary…

By Crom: The Tor Conan – Quality May Vary…

Conan_RogueEvery so often, I get the hankering to read a tale of Conan the Cimmerian (better known as ‘The Barbarian’ thanks to Ah-nuld Schwarzenmuscles).

I usually grab one of the three excellent Del Rey volumes (which Howard Andrew Jones and Bill Ward entertainingly went through – here’s the first installment) and get a quick fix. For a little more reading, I snag one of the Ace/Lancer series edited by L Sprague De Camp (with some help from Lin Carter). And less often, I find one of the Tor paperbacks that I haven’t gotten around to yet and try one of them.

As I mentioned in this post on what qualifies as Conan Canon (say that five times fast!) back in 2015:

‘From 1982 through 2003, eight authors (though primarily four) cranked out 43 new Conan novels for Tor. At two per year, the quality varied wildly, as you can imagine. John M. Roberts’ Conan the Rogue is an homage to Dashiell Hammett’s Red Harvest and one of my favorite Conan books. Steve Perry’s Conan the Indomitable is one of the worst fantasy books I’ve ever read (even though it is a direct sequel to Perry’s Conan the Defiant, which I liked).’

I have maybe two-thirds of the Tor books and have read two-thirds of those (What: I’m channeling Yogi Berra now?). Some of the Tor titles give you at least a bit of an idea what the story is about, such as John M. Roberts’ Conan and the Treasure of the Python and Leonard Carpenter’s Conan of the Red Brotherhood.

But the majority are all titled Conan the (insert vague word here). It’s a litany of titles like Conan the Valorous, Conan the Defiant, Conan the Great, Conan the Formidable: you get the idea. You’ve got to read the back cover to get some clue what the story is about.

The Tor books, pushed out at a punishing pace, are very much a mixed bag. And my experience so far is that more often than not, they fall into the “meh” or worse category.

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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 Two: Playing the Game!

My Favorite Game: Mount and Blade/Warband – Part Two: Playing the Game!

warband_Troops

Okay – hopefully you read Part One of my look at Mount and Blade/Warband. If so, you’ve got an idea of what the game is about and got a taste of the combat portion. Now it’s time to look at the shiny parts of the game: selecting, fighting with and leading your band of warriors to conquer your foes!

 Troop Combat

I LOVE troop combat. Throughout the game, you are building up your band with cavalry, infantry and/or archers. You start out solo and begin recruiting with the first quest. I’m not sure what the maximum band size is, but I’m at 249 in one of my current games (it went way up from just over 100 when I started my own Faction). And I have over 300 more soldiers garrisoned in cities and castles I control, some of which I can draw upon to change the makeup of my band.

On the map, you can choose whether to encounter other units or try to avoid them (they may chase you down, though). If they are hostile, you can choose to fight, pay them off or surrender. Usually, you’re looking for trouble and you fight.

At game start, you can choose to allow quitting without saving, or to require saving before quitting. If you decide on the latter, if something bad happens, you’re stuck with it. You can’t just quit and reload: no do-overs. And bad things happen a lot. If you are defeated, you can lose your current band and have to start over. I don’t play hardcore. If you do, pick your fights VERY carefully.

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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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Black Gate on the List for the 2017 REH Foundation Awards

Black Gate on the List for the 2017 REH Foundation Awards

Howard_FoundationPlaqueWell, the Preliminary List. There may well not be a more respected organization in Robert E. Howard circles than that of the REH Foundation. Black Gate and a few of its bloggers were on the final 2016 Awards ballot. Last week, the Foundation released the preliminary list for the 2017 Awards. It will be winnowed down to a final ballot soon.

Typing ‘Robert E. Howard’ or ‘Conan’ in the BG search engine (or just clicking on the Conan Category at left) will definitely establish that we love Howard and his works here at Black Gate. And several Black Gaters, including the site itself, are in the running for the 2017 final ballot. I’ll also point out that many of the nominees contributed to our ‘Discovering Robert E. Howard’ series: some of the best Howard scholars came to Black Gate to share their thoughts. The Black Gate contingent:

The Cimmerian—Outstanding Achievement, Essay (Online)

(Essays must have made their first public published appearance in the previous calendar year and be substantive scholarly essays on the life and/or work of REH. Short blog posts, speeches, reviews, trip reports, and other minor works do not count.)

ADAMS, FRED – “Esau Cairn – A Man Outside His Epoch”Black Gate
BYRNE, BOB – “Steve Harrison: REH’s Private Detective”REH: Two Gun Raconteur Blog
JONES, HOWARD ANDREW – “The Ne’re-do-well Hero of “Gates of Empire”REH: Two Gun Raconteur Blog
MAYNARD, WILLIAM PATRICK – “Steve Harrison Reconsidered”REH: Two Gun Raconteur Blog

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