Gen Con – Day 3 Update
Saturday was my last day at Gen Con, and it will be missed … at least for another year. Tomorrow, I’ll post a bit more in the way of reflections, but for now, let me cut straight to some of the games that I came across.
Pulp Adventure Roleplaying Games
For gamers who lean toward pulpy goodness (which I imagine includes many Black Gate readers), there are a lot of great options out there.
One of the best games available for pure pulp action is the Hollow Earth Expedition game (reviewed in Black Gate #12), which is sort of like Indiana Jones meets Journey to the Center of the Earth meets Sky Captain and The World of Tomorrow … with some other craziness thrown in. You really can’t go wrong with a setting that conveniently allows apemen, dinosaurs, Nazis, ninjas, sorcerers, zeppelins, and mad scientists to intermingle.
Since the original release of the game there are now two hardcover supplements available: Mysteries of the Hollow Earth and Secrets of the Surface World. Starting in fall of this year, the creators are planning to begin releasing a series of PDF adventure modules, which they refer to as the “Perils” because they’ll have names like “Perils of Morocco” and “Perils of Brazil” … and, perhaps, if we should be so lucky, “Perils of Scranton.” These PDF modules should be available through DriveThruRPG when they are finally released. In 2011, however, the word is that they’ll be releasing a Revelations of Mars sourcebook … so keep your eyes open for that, lovers of planetary adventure settings!


After a hectic morning, my wife and I finally made the 45-minute drive into Indianapolis with our littlest, 8.5-month old Gideon. (The elder, 5-year old Elijah, will be joining us tomorrow.) Parking was crazy, but we found a spot finally and made our trek over to the convention center that is the home to Gen Con, the best four days in gamig (
John O’Neill’s editorial in Black Gate 14 touched on gaming, on wargaming and role-playing, and on the way these things shaped the way friends interact. It hit home for me, because I recognised in my life much the same sort of phenomenon John described in his own.
Over at
Role-playing games have always interested me because, at heart, they’re about stories. They’re ways to tell stories that you don’t know in advance, ways to bring people together to create something unpredictable but still structured in a narrative form. Now, that said, the question is: how do you go about doing that? If you’re writing a module, an adventure, that referees are going to pick up off a store shelf (or download from a web site), what do you give them to help create that story with their players?
Bloodbones
To call me a “gamer” would do a serious injustice to those hardcore cyber-warriors who are universally recognized for their pale complexion and calloused thumbs. But as someone who has spent many a windfall dollar at the local GameStop, foregone more than one sunny summer day hunched over a keyboard in a darkened room, and lives at least partially in a world where an