Stuffed Fables: If Toy Story Were a Role-Playing Board Game

Tuesday, October 16th, 2018 | Posted by Andrew Zimmerman Jones

StuffedFablesDemoYou are a stuffed animal, who has watched over and cared for your child for many years. Tonight is a big night, though, as the parents have bought your child a big girl bed. As the lights go out, your child goes to sleep for the first night without the protection of her crib. Little did you know that this was the night you were preparing for … when dark forces of nightmare would reach out for your child, trying to destroy the hope and joy that you cherish within her.

This is the premise of the board game Stuffed Fables, by Plaid Hat Games. Plaid Hat has created a number of exceptional games, including Summoner War and the zombie survival Dead of Winter franchise. Stuffed Fables is designed by Jerry Hawthorne, who is also responsible for Plaid Hat’s Mice and Mystics franchise games, including the spin-off battle game Tail Feathers. Each of the games is great to play and worth an in-depth review of its own, but for now, let’s get focus back on Stuffed Fables.

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The Judges Guild Journal Third Ultimate Dungeon Design Contest

Tuesday, October 9th, 2018 | Posted by Doug Ellis

judges guild journal 18 cover - Copy-small judges guild journal 18 contest announcement - Copy-small

Yesterday I was going through some old notebooks of gaming stuff from high school and found a piece of original art I’d completely forgotten about. Back then, my friends and I spent most of our free time playing role-playing games — particularly Advanced Dungeons & Dragons — and other war games. I subscribed to a bunch of the gaming magazines at the time, including The Judges Guild Journal.

In issue #18 of that mag (December 1979-January 1980) they announced The Third Ultimate Dungeon Design Contest — also referred to as the “Judges Guild Journal Bride of — the Son of — The Worlds First and Greatest Dungeon Creation Contest — Contest — Contest!!!” JG never met hyperbole they didn’t like.

Entries were due by February 29, 1980, and my 16 year old self decided to enter. There were three categories, based on the size of the dungeon you created (prosaically listed as Large Dungeon, Medium Dungeon and Mini-Dungeon). I worked up a medium dungeon, “Catacombs of the Undead.” One of my high school friends, John Sweet, who was a year younger than me and a talented artist, offered to do some art for it.

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Kickstarting Cosmic Fantasy: The Chronicles of Future Earth RPG

Monday, October 8th, 2018 | Posted by Sarah Newton

The Chronicles of Future Earth

In the last centuries of the Fifth Cycliad, a great malaise began to descend on the lands of humankind. The civilizations of the Earth, which for aeons had seemed on the verge of slumber, now finally began to rot from within. From the edges of the world, the ever-present enemies drew close, their hungry claws poised to tear apart the delicate flesh of a fruit a hundred millennia in the ripening. And all around, a cry arose for Heroes, to stand against the dying of the light, and save the world from the sins of its past.

Are you a fan of Clark Ashton Smith’s Zothique? Of Gene Wolfe’s Book of the New Sun? M. John Harrison’s The Pastel City? Do you yearn for a roleplaying game that exudes the vibe of Bruce Pennington’s gorgeous artwork? Then look no further — The Chronicles of Future Earth is here.

On Friday 28 September, Mindjammer Press launched its new Kickstarter for The Chronicles of Future Earth — Cosmic Fantasy Roleplaying in the Post-Historical Age. I’m Sarah Newton, the author of the game, which in some ways is the fantasy counterpart to my transhuman science-fiction roleplaying game Mindjammer. We funded the project in a little under 9 hours, and have been unlocking stretch goals since; as of this moment (Friday 5 October), we’ve raised just under £20,000 (appx $27,000), and have unlocked a Player Character Folio and GM adventure to add to the “Chronicler Pack” which forms the core of our offering: a gorgeous full-colour hardback rulebook, a GM screen, dice, tokens, and an A2 map of the “Springtide Civilization” — the world of the earth of the far, far future where the game takes place.

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Vicarious Roleplaying

Sunday, September 30th, 2018 | Posted by Jeff Stehman

Critical Role-banner

Dungeons & Dragons has become a spectator game, and regularly scheduled, live-streamed D&D games are legion. The voice actors of Critical Role, led by Matthew Mercer, are probably the best known. Their weekly live game has around 30,000 viewers, and each episode gets hundreds of thousands of follow-up views on YouTube.

I’m trying to keep up with Critical Role‘s new Mighty Nein campaign, but it’s 15 minutes here, 30 minutes there. If I had three to four hours a week to watch a live RPG, I’d have three to four hours to play an RPG.

I do, however, have time for podcasts. In fact, between chores, the gym, and the occasional road trip, I average about fifteen hours of podcasts a week. I have a regular list of fiction, gaming, and news podcasts to fill most of that time. However, in the fall, with all the chores that must be completed before winter arrives, my regular list falls very short.

Enter actual-play D&D podcasts. There are many. Most I’ve sampled are not to my liking, but here are the few that stuck with me beyond a few samplings.

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Pathfinder Playtest Update

Saturday, September 29th, 2018 | Posted by Andrew Zimmerman Jones

PathfinderPlaytestSince Gen Con 2018, the Pathfinder Playtest has been in full swing, testing the new rule system that will form the basis for Pathfinder Second Edition, slated to release at Gen Con 2019. The game looks to streamline the system, and create a more coherent play experience across the diverse options that players of Pathfinder have available.

Participating in the Playtest

The major materials – the Pathfinder Playtest Rulebook and the Doomsday Dawn adventure book, as well as supplements like the Playtest Bestiary and pregenerated characters – are all available for free download from Paizo.com, so that anyone can participate in the playtest experience. Feedback is provided through the messageboards on the Paizo forum and also by entering survey data when you’ve run someone through an adventure or scenario.

In addition to the download of the Rulebook, you should also download the Rulebook Update sheet. This is updated regularly – every couple of weeks so far – and includes ongoing modifications to the rules, which are to be incorporated immediately. The biggest change was a pretty comprehensive revamp of the Death & Dying rules, although they’ve since gone in and modified some of the classes a bit, added an additional healing option for the Medicine skill, and made other changes as needed.

The Doomsday Dawn adventure book has a series of 7 adventures that are linked together in a campaign style, set over a period of ten years, but you don’t always play the same characters. The adventures begin at first level and then skip levels as you proceed. The characters you play at first level show up in subsequent adventures, at higher levels, but in between you play with some different characters, with some adventures focusing more on outdoor adventures or healing characters. The goal is that playing through the entire adventure, you’ll have an opportunity to test out lots of different play styles and aspects of the game.

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The Priceless Treasures of the Barbarian Prince

Sunday, September 16th, 2018 | Posted by John ONeill

Dwarfstar games-small

A complete set of Dwarfstar games. Probably worth more than my house.

I enjoyed Sean McLachlan’s Black Gate post last month, Wargaming with my Twelve-Year-Old. Sean and his son played Outpost Gamma, a 1981 science fiction board game of man-to-man combat on a distant colony world. You don’t see a lot of coverage of early-80s science fiction microgames these days, so I appreciated being able to share the fun.

Outpost Gamma was published by Heritage Models in 1981, under their celebrated Dwarfstar imprint. Dwarfstar, like Metagaming, Steve Jackson, and Task Force Games, produced a rich catalog of microgames aimed at younger players. Well, budget-conscious players anyway. Metagaming, who pioneered the concept of the microgame with their first release, Steve Jackson’s runaway hit Ogre, charged $2.95 for a two-color game in a small baggie. Dwarfstar did away with the baggie and upgraded to a slim box, added full color, and charged a lordly $3.95.

As a business, the Dwarfstar line wasn’t a success. Unlike Metagaming and Task Force, who released dozens of titles over the years, they produced only eight games between 1981-82. But from a creative perspective, they were a magnificent hit. Their titles included Arnold Hendrick’s classic Demonlord, simulating the desperate struggle against the Demon Empire, Lewis Pulsipher’s Dragon Rage, a game of giant monsters attacking a walled medieval city, Dennis Sustare’s Star Smuggler, a marvelous solitaire programmed adventure following the adventures of a star trader on the frontier, and the peak achievement of Western Civilization, Arnold Hendrick’s Barbarian Prince, a solitaire game of heroic action in a forgotten age of sorcery.

Superbly well-designed as they were, Dwarfstar games had one great weakness: they weren’t built to last. Paper-thin boxes and flimsy components helped keep the cost down, but did nothing for their longevity. More than 35 years later these eight games have a nearly mythical reputation among collectors, but there aren’t a lot of copies to be had. And you know what that means: the scarce copies still in good condition are very, very expensive.

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Nioh: Dark Samurai Fantasy

Thursday, September 13th, 2018 | Posted by Matt Drought

Nioh monster top-small

To the far east lies the land of Zipangu a land brimming with golden palaces and sparkling jewels. Kublai Khan, ruler of the mongol empire, sent a large army there, but the warriors of Zipangu used “miraculou” stones” to put up a strong defense.

The Travels of Marco Polo, Chapter 6 , 174-175

Nioh is a 3rd person Action RPG created by Team Ninja, the famed creators of Ninja Gaiden and the Dead Or Alive series. In Nioh, players are faced with little direction on how to proceed in the game, open areas filled with difficult enemies and bosses, and collectibles that affect the player in many different ways.

On the surface, Nioh seems to borrow some elements from the Dark Souls series of games. Dark foreboding areas populated with enemies waiting to ambush you. Enemies that vary from humans to monsters. Enemies that have varied attacks that you must defend from and counter, forcing you to learn their patterns of attacks.

Even with those similarities, Nioh differs from Dark Souls in many ways. Nioh‘s story adopts Japanese mythology, folklore, and settings as its core. Samurai, Yokai, and many other giant monsters are set in your path. Many are unique, terrifying, and absolutely fun to battle through the use of an interesting fighting mechanic.

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Wargaming with my Twelve-Year-Old

Wednesday, August 29th, 2018 | Posted by Sean McLachlan

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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Lock and Load with Starfinder Armory … And Beyond

Monday, August 20th, 2018 | Posted by Andrew Zimmerman Jones

StarfinderArmoryOne of my favorite games over the last year has been Starfinder, the “Dungeons & Dragons in space” game from the makers of the Pathfinder RPG. I’ve covered this game since its initial announcement, and was thrilled to begin playing it when it was initially released at Gen Con 2017.

Pathfinder typically releases a torrent of rulebooks and supplements over the course of the year, at least two softcover supplements a month plus an adventure module, but by comparison Starfinder was much more modest in its approach. As a new game, for one thing, they really had no idea exactly what kind of demand there would be. Since the release of the Starfinder Core Rulebook, there was  a quick release of the Starfinder Alien Archive and then the Starfinder Pact Worlds setting book, both welcome additions. And they’ve released their bi-monthly Dead Suns Adventure Path over the course of the first year, providing an extended adventure campaign, setting information, equipment, and adversaries.

While the array of equipment originally offered in the Core Rulebook was impressive, a science fantasy game of flying between worlds in spaceships calls out for cool gadgets and robots and weapons and power armor, not to mention magical items. Some have been dropped here and there among the creatures and setting information, but Gen Con 2018 saw the release of the Starfinder Armory (Amazon, Paizo), which provides ample options for anyone who felt that their character’s inventory was lacking.

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The Games of Gen Con 2018

Wednesday, August 8th, 2018 | Posted by Andrew Zimmerman Jones

PathfinderPlaytest

As you walk through the convention hall at Gen Con, moving from demo to demo and panel to panel, you can’t help but be overwhelmed by the advertisements everywhere, trying to catch your attention for the latest big game. Usually, there are one or two big new games that just seem to overwhelm the convention, often tied into big properties.

This year, the big new game at Gen Con wasn’t new. Not really. Pathfinder has long had a strong, even overwhelming, presence at Gen Con, so the promotion of the release of the Pathfinder Playtest this year felt pretty natural. Next year, we can anticipate the big release to be the Pathfinder Second Edition RPG, but for now the playtesting has begun.

I’ll cover the details of the Pathfinder Playtest in more depth in the upcoming weeks and months. I played two Pathfinder Society sessions of the playtest, at levels 1 and 5, so got a fair idea of how the bones of the new system operates. Fortunately, you don’t have to, because the Pathfinder Playtest Rulebook along with all other materials needed for play are available for free download at the Paizo website.

These downloads include the Doomsday Dawn campaign, a series of 7 adventures ranging from levels 1 to 17. These adventures aren’t all played with the same group of characters, although the core group of characters created for the level 1 adventure are re-used every couple of adventures at higher levels, so they’re really the “heroes” of the campaign. There are also three Pathfinder Society scenarios built for the playtest, to teach and test various elements of the game. And, of course, the Rulebook contains everything that a Gamemaster needs to create an original homebrew adventure or campaign for their group, to test out the rules in ways of their own devising.

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