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Author: Managing Editor Howard Andrew Jones

Traveller Journeys into Deep Space with a New Kickstarter: An Interview with Martin Dougherty

Traveller Journeys into Deep Space with a New Kickstarter: An Interview with Martin Dougherty

Traveller The Deepnight Revelation Campaign Box Set-small

Traveller RPG: The Deepnight Revelation Campaign Box Set

I’m a long time Traveller fan. It’s not just the simple but effective game system that’s been pretty much the same since its design, but the appeal of the sweeping hard science/space opera of the default setting, lovingly added to through the decades.

Of course you don’t have to use the Imperium as your setting, but a lot of people do, or use part of it, or use it with modifications. A new Kickstarter launched last week focused upon the exploration side of the Traveller universe. Many of the adventures and campaigns that have appeared for Traveller over the years have been focused upon small spaceship crews and their potential exploits, rather a lot like Firefly. This Kickstarter, though, is going to take a naval ship into areas unexplored by the Imperium, deep into the unknown. It looks splendid.

The man writing it is one of my very favorite adventure writers, Martin Dougherty, who never fails to entertain with clever and inventive scenarios that favor role-playing over rolls, and reward ingenuity. He was kind enough to take time away from writing the new campaign and answer some questions.

Howard: Before we really get started, what do you think is behind the appeal of Traveller, and the Imperium itself?

Martin: That’s a difficult question. I suspect it’s different for everyone. For me, I like the grounding in hard-ish science. I’ve never really got on with fantasy-in-space with swords the size of ironing boards and little actual science. The scale is attractive, too. For the most part it’s a bunch of resourceful people doing the best they can rather than superheroes. I know it’s fun to play someone incredibly far above the human norm sometimes, but I suspect a lot of us identify with the talented-but-ordinary protagonists of the typical Traveller game.

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Zombies Need Anthologies! PLUS Short Fiction Crafting

Zombies Need Anthologies! PLUS Short Fiction Crafting

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Howard: Today I’m turning over my Black Gate megaphone to Joshua Palmetier, gifted writer, mathematician, and the mind behind Zombies Need Brains’ line of anthologies. Joshua publishes a lot of Black Gate writers, so we naturally have fingers crossed his upcoming Kickstarter will fund and hope that you’ll check out. Regardless, though, this article has some great insight on writing good short fiction and getting out of the slush pile. Take it away Joshua!

Zombies Need Brains’ latest Kickstarter is nearing its end (ONLY HOURS LEFT!) and, with the possibility of an open call for submissions if we fund, I thought that I’d spend some time talking about how you can better your chances of getting from the ZNB slush pile into one of our anthologies. The competition is pretty steep and only getting worse with each Kickstarter. (Last year, Portals had 550 submissions alone and we ended up taking seven; we had a lot of anchor authors for that one, though.) I’ve talked before about how to brainstorm your way to an idea that isn’t standard, but also isn’t so far out there it’s off theme. So let’s suppose you already have an idea of what you want to write. A core concept.

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A Time for Heroes: The Not-so-Secret Premise Behind World of Aetaltis

A Time for Heroes: The Not-so-Secret Premise Behind World of Aetaltis

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I’ve been pretty excited about Marc Tassin’s Aetaltis for years, and I’m thrilled that his Kickstarter has launched at last. Once you hear his take on heroes, you’re likely to be interested yourself. Take it away, Marc!

The world needs heroes. This is the simple premise upon which I built the World of Aetaltis. Especially today, at this moment in history, we need reminders that with the will, the desire, and the determination, one person truly can make a difference. And I don’t mean at the super-heroic level, where larger-than-life protagonists save the entire world with their daring. I mean right here, right now, where one small act of courage can change even a single life for the better.

That is why I chose to launch a new heroic fantasy setting at a time when anti-heroes rule and shades of dystopia permeate every story. Because I don’t think we’re tired of heroes. In fact, we need them now more than ever.

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Myke Cole and The Queen of Crows

Myke Cole and The Queen of Crows

The Armored Saint-small The Queen of Crows-small

The Sacred Throne novels by Myke Cole (Tor Books)

I first met Myke Cole at a World Fantasy Convention some years back, but I feel as though I’ve known him a little longer because John O’Neill published him in Black Gate, and Myke’s fiction is direct and compelling and intense, rather like Myke himself.

The second novel in his new series has just debuted, and I thought it high time to sit down with him to talk about the book and his writing.

HAJ: Suppose you bump into me on an elevator with a copy of your book, and I ask what the book’s about. What do you tell me?

Myke: It’s about the weight of expectations, and the struggle to do what’s right in spite of them.

I’m interested in your brief description and want to know more, so what else do you say about it?

The weight of expectations are falling on a young woman in a suit of badass power armor, so she’s got a fighting chance 🙂

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Modular: Mordenkainen’s Tome of Foes — Disturbing Entities to Inspire Great Adventures… or Nightmares

Modular: Mordenkainen’s Tome of Foes — Disturbing Entities to Inspire Great Adventures… or Nightmares

Mordenkainen’s Tome of Foes-smallDungeons & Dragons 5th Edition seems to have a good handle on what’s needed for a rule book, and what’s needed for an expansion. Like its immediate predecessor, Xanathar’s Guide to Everything, Mordenkainen’s Tome of Foes covers a variety of topics. It’s meant to fill in some gaps for specific areas players and game masters might want to have more detail about.

It’s broadly divided into two sections: five chapters devoted to the history of different races and their factions and how they can be used both by the GM and the players, and a generous bestiary stuffed full with old favorites and permutations of them that haven’t reappeared yet.

This includes new monsters and monsters specifically related to the first half of the book. You’ll see what I mean shortly.

It’s a great book, probably my favorite yet of the expansions, and maybe the first one I’d consider a must-have for all campaigns, owing to the wealth of information provided on basic character races like Elves and Dwarves.

Don’t get me wrong, I think most game masters would want Xanathar’s Guide on their shelves, because it offers so many tweaks and suggestions. But I believe Mordenkainen’s Tome will be even more broadly useful to a slightly higher percentage of players

I must be the odd man out, but I’ve never been especially interested in demons or devils, and the fascination many have with them has always baffled me. So I probably wasn’t the target audience for the first chapter, devoted to the long war between the two races, but darned if I wasn’t impressed anyway.

No, I’m not suddenly inspired to run a campaign centered on interactions with the infernal, but there’s a lot of cool and clever information, and, should this be more your cup of tea, some interesting hooks. It’s also rounded out with lots of ideas that can help players flesh out their Tiefling characters.

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Fire Dance: An Interview with Ilana C. Myer

Fire Dance: An Interview with Ilana C. Myer

Last-Song-Before-Night-small Fire Dance Ilana C Myer-small

At GenCon in 2017 I met the brilliant and engaging writer Ilana C. Myer. I soon discovered that her first book, Last Song Before Night, was as brilliant and engaging as its creator; it was one  of the finest modern fantasy novels I’ve read in years. I’ve eagerly been awaiting its sequel, Fire Dance. It was just released this week, but it’s already receiving accolades. Kirkus gave it a starred review, and it was chosen by the Washington Post, Amazon, and Barnes & Noble as one of the best SFF releases of the month.

More people need to know about Myer and her work, so I invited her to Black Gate to answer a few questions and convince you to start reading her. You can find our conversation below.

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Modular: Xanathar’s Guide to Everything

Modular: Xanathar’s Guide to Everything

Xanathar’s Guide to Everything-smallIf you’ve jumped into the 5th edition of Dungeons & Dragons, I’ve got a book for you.

Until now, you haven’t really needed anything apart from the main three manuals (The Player’s Handbook, Monster Manual, and the Dungeon Master’s Guide). But with Xanathar’s Guide to Everything the Wizards of the Coast have created a handy companion with utility for both players and dungeon masters.

Sure, if you’ve followed the various expansion books closely you’ll have seen some good stuff: Volo’s Guide to Monsters helps flesh out some nasty critters so you can better bring them to life AND know their weaknesses, and the Sword Coast Adventurer’s Guide provides background material if you’re playing in a specific setting (or perhaps one similar to it). Xanathar’s, though, is something like the original Unearthed Arcana was for old school D&D.

It’s 192 pages are broadly divided into four categories. Chapter 1 is given over to new options for characters, Chapter 2 is stuffed with game master tools, Chapter 3 has spells, and the Appendix, for some reason, is mostly devoted to possible character names, some 15 pages of them. To me, that feels like the book’s only mis-step. Long lists of English, French, and Celtic names can be found in numerous places, and while the elf and dwarf (and other) categories can be useful for inspiration, I’d rather have seen these names left on an online companion and this space given over to some other useful subject – sandbox gaming, for instance – that never gets enough coverage.

But the rest… the rest is gold.

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Talislanta Returns!

Talislanta Returns!

Talislanta


Talislanta
s back with a new Kickstarter, and if you love great world building, you need this book. Trust me on this. Really. Go buy it.

If you INSIST on hearing more reasons why, though, I’ll make my argument. And as an added treat, after extolling this wonderful game world I’ll show you an interview I conducted with Talisanta‘s creator, the brilliant Steven Sechi.

If you’ve never seen me gush over a Talislanta product here on Black Gate it’s because Talislanta has been out of print for a long while — since before I became the games editor of the print version of Black Gate. That doesn’t mean I haven’t mentioned it from time to time, usually when praising some other product. Occasionally I’ve felt compelled to say, owing to a product’s excellence, that “it’s the best world building I’ve seen since Talislanta.”

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Modular: Castles & Crusades 7th Printing

Modular: Castles & Crusades 7th Printing

castles crusades 7Troll Lord Games has just hit its funding goal for the 7th edition of Castles & Crusades Player’s Handbook, to be released in June of 2017. What’s Castles & Crusades and why should you want it when you have so many other fantasy games to choose from? Take it away, Troll Lords:

You’ll find with C&C that the game is easy to play, but more importantly is its versatility. You can take your house rules and drop them right on top of the C&C mechanic (the Siege Engine) and keep on playing. You are in control. Take the advantage/disadvantage system from 5E and use it with C&C. There’s nothing stopping you.

What’s even better, because the whole game is driven by attribute checks that have only loose guidelines, the game master chooses what attribute check the player rolls. If they want the wizard to swim better, make the character roll an intelligence check to swim the river. It’s your game. Take it.

How does the Siege Engine Work?

  • You are already familiar with Castles & Crusades.
  • You’ll find the same classes, races, attributes and many of the same monsters as in most other games.
  • To succeed at any action, you need to make an attribute check (unless the CK deems it doesn’t need one)
  • There are two types of attributes: Primary & Secondary
  • Primary attributes have a base chance to succeed of 12 on a d20. Secondary have a base chance to succeed of 18. The CK adds a challenge level based on hit dice and other circumstance. The character adds their attribute bonus and level to their roll.
  • You are playing C&C.

It’s fast, versatile and open. Allowing you to make it as complex or as simple as you desire.

I happen to agree with the advertising copy; Castles & Crusades is one of my very favorite role-playing systems because everything discussed above is quite true.

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Lock ‘n Load Tactical: Heroes of Normandy

Lock ‘n Load Tactical: Heroes of Normandy

Heroes of Normandy-smallLock ‘n Load Tactical: Heroes of Normandy was one of my favorite purchases last year. I loved it so much that I made sure it was something I played on my birthday (my son enjoyed it too).

I’ve held off reviewing the game, though, because shortly after it arrived on my doorstep last year it went out of print. With a reprint due at the end of the first quarter of 2017, likely in March, and because those who place pre-orders receive a substantial discount, I thought it high time to alert Black Gate readers to the game, and the entire Lock ‘n Load Tactical series. (If this little intro is enough to convince you the game’s worth a look, feel free to skip all my prose and drop right down to the end where there’s a link to order a demo copy of the game.)

Overview

Lock ‘n Load Tactical is a revision and representation of Mark Walker’s excellent Lock ‘n Load system. The new publisher has clarified, re-organized, and revised the rules, printed them in full color with additional examples, and eliminated the need for purchases of unrelated games to play certain settings. For example, you might once have needed to own several modules before you could play some of the Lock ‘n Load World War II games. That’s no longer necessary — Lock n’ Load Tactical: Heroes of Normandy is complete unto itself.

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