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The 1001 Treasures of Black Blade Publishing and Goodman Games: Gary Con 2018 Report, Part II

The 1001 Treasures of Black Blade Publishing and Goodman Games: Gary Con 2018 Report, Part II

Tales from the Magicians's Skull in the Goodman Games booth at Gary Con 2018-small

New releases at the Goodman Games table, including the magnificent Tales From the Magician’s Skull

In Part I of my Gary Con 2018 report, posted here yesterday, I talked about one of the great pleasures of walking the Exhibit Hall: meeting the creative masterminds behind the most dynamic companies in old-school RPGs, like Goodman Games, North Wind Adventures, Troll Lord Games, Black Blade Publishing, Frog God, Kobold Games, and many others. Today I want to talk about the other great pleasure of a truly rich Exhibit Hall. Namely, all those marvelous gaming treasures.

I do a pretty good job staying on top of the newest releases in the adventure gaming industry. More than that, I have a staff of top-notch game writers — like Andrew Zimmerman Jones, Bob Byrne, M. Harold Page, Howard Jones, Fletcher Vredenburgh, and Gabe Dybing, just to name a few — who constantly keep me informed. And yet virtually every step through the Exhibit Hall was filled with surprises. Anyone who’s ever visited the Exhibit Hall of a major gaming con or science fiction convention knows what I’m talking about. That sense of having stepped into a virtual Cave of Wonders, packed with a dozen lifetimes worth of magical discoveries.

You can’t recreate something that overwhelming with a simple blog post. But what the hell. I’m going to give it a shot anyway. To do that, I’m going to focus on the experience of walking around a single booth at Gary Con. In this case, the largest and most well-stocked one at the show, the joint Black Blade/Goodman Games tables at the entrance to the Hall. The sixteen photos below attempt to capture a few of my delightful discoveries — as well as give you a taste of the countless tantalizing items I had to hurry past in my efforts to be a gaming journalist. Prepare yourself.

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Modular: Take Command of Star Trek Adventures

Modular: Take Command of Star Trek Adventures

Star-Trek-The-Command-Division-Cover-No-LogosFans love Star Trek for different reasons, and when a fan moves into gaming within the Star Trek universe, those reasons usually inform the type of character they want to emphasize in their games. Do they want to be, like Spock or Data, the science officer who can coolly reason through any problem that comes up? Do they want to be the medical officer who saves lives while chaos erupts around them? The security officer who goes hand-to-hand with a Klingon warrior? The engineer who can make any technological miracle into reality? The hotshot pilot who can maneuver through any cluster of asteroids? Or the Captain of a starship, in charge of herding together all of these elements as they explore the distant unknown regions of space?

A handful of games have been versatile enough to cater to all of these types of fans. The video game Star Trek Online just celebrated its 8th anniversary, and it has a diverse style that allows easily for group or solo play, where players can create characters and take missions that interest them. There are missions that are mostly story-driven diplomatic missions, and some that are primarily about shooting the bad guys, either on ground away missions or in starship combat.

Last August, at GenCon, Modiphius Entertainment released the public version of their tabletop roleplaying game Star Trek Adventures. I’ve been running a group through since December 2016, when the game came out in a public playtest, and have been really pleased with it through all of the transformations into the official release. The system does a great job of allowing for diverse characters and capturing the feel of an episode of whichever Star Trek series is your cup of tea. (Earl Grey, hot, of course.)

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Old School Role Playing, and Pathfinder by the Pound: Gary Con 2018 Report, Part I

Old School Role Playing, and Pathfinder by the Pound: Gary Con 2018 Report, Part I

Gary Con 2018 Black Gate report-small

My favorite gaming convention is Gary Con, founded in Gary Gygax’s home town of Lake Geneva, Wisconsin, in 2009, the year after he passed away. I attended many of the early Gary Cons, but regrettably have missed the last few years. I’d heard the convention had outgrown the local lodge and was now being held in a much larger venue a few minutes outside town, the Grand Geneva Resort & Spa, and I was very curious to see just how big it has become. So I packed up my car on Saturday morning and made the 90-minute drive north from St. Charles, Illinois, to Lake Geneva.

How much has it grown? A lot. Just a few years ago Gary Con was a few hundred gamers who gathered to remember Gary and celebrate all that he brought to gaming. But on Saturday morning I walked into a sprawling modern gaming convention, with thousands of folks happily throwing down dice in multiple buildings and numerous gaming rooms. I’m delighted to report that, while it had gotten much grander, Gary Con has lost none of its friendly atmosphere — or its focus on the kind of old-school role playing pioneered by Gygax.

The highlight of the con for me is always the Exhibit Hall, which has always felt more like an intimate gathering of friends than just a place to hawk wares. In past years I’ve met many some of the most creative minds in the OSR (“Old School Revival”) community there, including Jeffrey Talanian, author of the Astonishing Swordsmen & Sorcerers of Hyperborea RPG, Daniel Proctor, creator of Labyrinth Lord, Stephen Chenault, creator of Castle & Crusades, and Jon Hershberger, co-founder of Black Blade Publishing (OSRIC). Every year I also take the opportunity to meet up with friends such as Dave Kenzer and Jolly Blackburn of KenzerCo.

The tiny Exhibit Hall has grown enormously since I’d last attended, however. In fact, there were over 50 exhibitors spread across two halls, including Frog God Games, Goodman Games, Kobold Press, Northwind Adventures, Troll Lord Games, Hammered Game Tables, Inner City Games Designs, Pacesetter Games, Total Party Kill Games, and many more. Truly an old-school role player’s paradise!

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Modular: Conan’s Adventuring in an Age Undreamed of

Modular: Conan’s Adventuring in an Age Undreamed of

Conan Adventures in an Age Undreamed Of-smallAnd so begins a Play by Post in the world of Conan!

OPENING SCENE

Vultures spiral above the battlefield. Blood soaks into the rocky ground from hundreds of dying men and their horses, a grim reminder from the desperate hours prior.

For those who fought and died, the battle was as purposeless as any. Prince Satabus of Khoraja was tricked into bringing an army to aid King Ulam-Khala of Akbitana in a war against his cousin, King Nezurab of Shumir, another of Shem’s eastern city-states. So confident of the outcome was Satabus that… he brought with him his bride-to-be, a Stygian noblewoman named Neferet, along with her closest handmaiden.

With them also was a small delegation — envoys and court officials. They bore princely gifts to cement the deep and everlasting friendship with Khoraja and Akbitana: a chest containing fistfuls of gems; urns of precious oil; bolts of Turanian and Khitan silks and other fine cloth; ingots of precious metal; and measures of rare and fragrant wood… a sumptuous collection of finery befitting a royal visit.

The battle was over before it could even begin. In the days prior to Satabus’s arrival, Ulam-Khala and Nezurab had made peace with one another, messages traveling via messenger bird. The two Shemitish kings agreed to unite and destroy Satabus’s army as a show of solidarity, an act of betrayal that would serve to weaken Khorajan resolve against further incursions into Shem.

Seeing that the day was lost, Satabus sounded the order to flee, and as horns echoed across the desert, his mercenary army scattered across the dry plains and into the nearby foothills and hard-baked gullies. They were pursued by the asshuri, picked off one-by-one. Satabus and his cadre of knights fought valiantly to protect his beloved Neferet, but the caravan with her litter was cut off in the retreat. Their fates are unknown.

Each of you was part of Satabus’s army. You’re here now. Somehow, the last wave of Asshuri and footmen missed you. Everyone else is dead.

WHAT ROLE DID YOU PLAY IN THE BATTLE, AND WHAT ARE YOU DOING NOW?

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Modular: Dead Suns Adventure Path for Starfinder

Modular: Dead Suns Adventure Path for Starfinder

StarfinderDeadSuns4Last fall, the game publisher Paizo began releasing their line of Starfinder products, taking their Pathfinder setting into a distant science fantasy RPG setting. In addition to the main Starfinder Core Rulebook (Amazon, Paizo), they also began releasing the Dead Suns Adventure Path. With four of the six Dead Suns books now out, it’s about time to look back on what they’ve released to see what all the series has got to offer for fans looking for material.

Paizo’s Pathfinder Adventure Path books have long been a staple of the company’s product line. It provides a broad campaign of adventures across six 92-page books, each released on a monthly schedule. In addition to the adventure, each book contained setting, culture, and religious information, a Bestiary supplement, and original fiction.

Dead Suns continues that tradition in their Starfinder campaign setting, with the only significant difference in format being that these books are released on a bi-monthly schedule, so it takes a year to release the full Adventure Path as opposed to the two Adventure Path schedule for Pathfinder. Starfinder is on a less aggressive production schedule than Pathfinder, without associated Player Companion or Campaign Setting resources released monthly, so the Adventure Path provide supplements to the two hardcover Starfinder supplements slated for release each year. (The Alien Archive was released in the fall, and the Pact Worlds setting book is slated for release this month.)

As the first Starfinder Adventure Path, Dead Suns is a planet-hopping quest through the Pact Worlds, as the players get their own starship and begin following the clues across planets, running afoul of massive corporations, space monsters, undead starships and necrotech, and the troublesome Cult of the Devourer, as they uncover the secret behind a lost superweapon.

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Modular: Pathfinder 2nd Edition Announced – Never Say Never

Modular: Pathfinder 2nd Edition Announced – Never Say Never

Pathfinder_PlaytestrulebookYesterday, Paizo announced an upcoming playtest for a 2nd Edition of Pathfinder. Wow.

For years, Paizo officials have said that there would never be a second edition. I suspect that all evidence of those statements have been scoured from the Internet. A quick search didn’t find any. There might have been qualifiers along the way, such as ‘unless the demand is too great’ or some such. But I remember the message as ‘We won’t do a 2nd Edition.” With the inference, ‘Making you buy all of your stuff over again.’

I thought that they might be adhering to that pledge when they put out Starfinder, a science fiction RPG. That seemed like a smart approach if they couldn’t update the original Pathfinder.

But I believe that events conspired against them. The best thing that ever happened to Pathfinder was 4th Edition D&D (granted – it was the impetus for Pathfinder). The worst thing that ever happened to Pathfinder was 5th Edition D&D.

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Modular: Trouble in the ’80’s with Tales from the Loop

Modular: Trouble in the ’80’s with Tales from the Loop

TalesFromTheLoopAs a child of the ’80’s, I grew up with the understanding that a group of kids might stumble upon a series of mysterious events and have to band together to deal with the challenges from it. Parents, law enforcement, and other authorities would be of no help, so there was no point in telling them what was going on. They either wouldn’t believe it or, worse, would stop the kids from fixing things. The kids, through determination and luck, were the only hope to set things right … whether it was finding a way to keep their families from being evicted, returning a strange visitor to another planet, or stopping rampaging monsters. Or, heck, even just making it through a day of detention.

E.T., The Goonies, Stand By Me, The Breakfast Club, Flight of the Navigator, The Last Starfighter, Lost Boys, SpaceCampGremlins. These are the types of films, along with more recent period pieces like The Iron Giant and Stranger Things, and maybe a touch of the SyFy Channel’s television series Eureka thrown in, that inspire the science fiction role-playing game Tales from the Loop from Modiphius Entertainment.

Tales from the Loop centers around a community in the 1980’s that is home to a research center and particle accelerator, called “The Loop.” There are actually two settings outlined in the book: the Swedish island of Svartsjolandet or the American town Boulder City. Whichever community your characters live in, you play a group of Kids who come into contact with a Mystery related to the particle accelerator, and join together to resolve the Mystery. The game can be extremely episodic, great for a standalone one-shot game, or played in a more “sandbox” format where the players are able to explore the setting in more depth, allowing for a more long-term campaign.

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Modular: First Time Out With I Love the Corps

Modular: First Time Out With I Love the Corps

256 ILTC Teens Playing

A house full of teens playing I Love the Corps!

“Cover the back of your necks! It’s going for your necks!”

“Use the black hole gun!”

“I’m out of Hero Points!”

“Kill them! Kill them!”

“Argh!”

Yes the house is full of teens playing a review copy of indy game I Love the Corps, a self-consciously SciFi game which hits the notes of 90s Military SF, with a dose of Aliens, plus video games like Call of Duty and Mass Effect (the referee’s book has a handy appendix of inspirations, including music). The lads range from 12 through to 16, with my son Kurtzhau, 14, in the middle and in the thick of it refereeing an ambitious one-shot he’s crafted involving rebel humans and sinister uploading aliens, epic scale space dreadnoughts, and more twists than a sack-full of broken micro USB cables.

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The Time of Woe is Upon Us: Warhammer: Chaos in the Old World

The Time of Woe is Upon Us: Warhammer: Chaos in the Old World

Chaos in the Old World-small

I was shopping for fantasy board games online last week, as one does, and I came across a user review of a recent title. It was glowing, and it said “This is my favorite new board game since Chaos in the Old World.”

That reminded me that I’d always intended to take a closer look at Fantasy Flight’s Chaos. It’s a Warhammer game, and I’ve been familiar with the setting for decades. But these days I spent most of my gaming dollars on the far-future version, Warhammer 40,000, and games like Warhammer 40k: Relic and the terrific Forbidden Stars. Now that Fantasy Flight has lost the Warhammer license though, Chaos in the Old World was out of print, and prices were probably starting to creep up. I made up my mind at that point to spend my weekly gaming dollars on a copy, provided I could find one at a reasonable price.

That turned out to be a lot easier said than done. The cheapest copies I could find at Amazon were $279. eBay wasn’t much better — new copies were selling for as much as $300 and up. I gritted my teeth and setting in for a long search.

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Future Treasures: Warhammer 40k: The Magos by Dan Abnett

Future Treasures: Warhammer 40k: The Magos by Dan Abnett

The Magos Dan Abnett-smallThree years ago, as I was commuting three hours a day to a job I hated, I found a way to add a little joy to my tedious morning drive. I started listening to the Warhammer Audio Books produced by Heavy Entertainment for Black Library.

And man, what a delight they were. Not just readings, these were full-cast audio dramas, with wonderfully produced sound effects and professional voice actors like Toby Longworth, Gareth Armstrong, Jonathan Keeble, and many others. I’d pull into the parking lot with the sound of ricocheting bolter fire and space marine battle cries echoing in my ear, and it made getting out of the car and starting the long walk into work a little easier.

I enjoyed virtually all of those action-packed audio dramas, but I think my favorite was Dan Abnett’s Thorn and Talon: From the Case Files of Eisenhorn and Ravenor, an anthology of tales of the dedicated Imperial Inquisitor Eisenhorn and his apprentice Ravenor, as they came up again Chaos plots, strange warp artifacts, and more dangerous things.

That was my introduction to the tales of Inquisitor Eisenhorn. Although truthfully, if I’d just listened to my friends Howard Andrew Jones and John DeNardo, I could have saved myself a lot of time. Way back in 2009 Howard raved about Abnett’s Eisenhorn omnibus, a fat volume collecting all three novels of the Eisenhorn trilogy and a handful of shorter works:

Dan Abnett wasn’t satisfied with creating a fabulous lead character in an action-packed space opera; he sent him to fantastic places and provides a series of detective/investigative stories full of logical turns, surprises, and plenty of action.

And in his 2016 article ‘In Defense of Media Tie-Ins,” John wrote:

One of the best set of books I’ve ever read — in any genre — was the Eisenhorn trilogy by Dan Abnett. The books are set in the richly-imagined Warhammer 40K universe… Abnett is a one of the most skilled master storytellers you’ve never heard of. This is the series that I point to when anyone is quick to dismiss tie-in fiction… I don’t play the game, but that didn’t stop me from losing sleep because I couldn’t stop turning page after action-packed page, or cheering when a bad guy finally got his comeuppance.

The long-awaited fourth book in the Eisenhorn series finally arrives next month. The Magos, a fat 720-page volume, collects a dozen Eisenhorn short stories and a brand new novel. Here’s the description.

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