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The Secret Supplement: Greyhawk, Gygax, and Outdoor Survival

The Secret Supplement: Greyhawk, Gygax, and Outdoor Survival

Outdoor Survival-smallA while ago, my 13-year-old daughter Taylor told me her friend Will had seen the famous “Advanced Dungeons and Dragons” episode of Community and wanted to learn how to play.

“Sure,” I said. “Tell him to come over on Saturday and I’ll put together a quick adventure for both of you.” My 15-year-old son Drew joined in, creating a fighter, and even Tim, my 17-year old, got in on the action, rolling up a 1st level magic user.

That was over six months ago. What began as a simple session, involving a bunch of farm kids rescuing a dwarven thief named Jasper from marauding gobins, has evolved into an epic campaign, a desperate adventure to stop an army of hobgobins and orcs from completing a railroad that will bring war to their frontier home.

It’s the most fun I’ve had role playing in decades.

I introduced my kids to D&D years ago, but we played only intermittently, and the campaign — such as it was — never really built up steam. The addition of a fourth player, from outside the family, has brought with it a regular Saturday morning schedule, and the result is a much heightened level of interest from everyone involved.

Things are happening faster, they’re leveling up quicker, and they spend the days between sessions talking excitedly, planning, and trying to puzzle out how all the clues they’ve uncovered fit together to reveal the sinister plan behind events.

It’s brought a change in how I dungeon master, too. When I was DM for a group my own age, from roughly 1980 to 2000, there was a certain level of performance anxiety. Every session had to be bigger and better, each adventure more ambitious and epic than the last. I couldn’t just create a fun, two-hour subterranean module… I had to bring an entire underworld civilization to life, with a believable backstory and vast cast of heroes and villains.

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Jack Vance and Appendix N: Advanced Readings in D&D

Jack Vance and Appendix N: Advanced Readings in D&D

The Eyes of the Overworld-smallAh, Appendix N, the gift that keeps on giving. In the years before the Internet, it’s how young readers discovered great fantasy.

Over at Tor.com, Tim Callahan and Mordicai Knode continue with their ambitious and well-researched journey through Gary Gygax’s famous Appendix N, the library of fantasy and SF titles in the back of the Dungeon Master’s Guide. They’ve already covered Fritz LeiberEdgar Rice BurroughsSterling E. Lanier and Robert E. Howard. Here they are on Jack Vance:

Mordicai Knode: Also worth noting that everybody’s favorite evil wizard turned lich turned demigod turned major deity, Vecna, is named after a “Vance” anagram. & while we are pointing out bits and pieces — like the prismatic spray, which is such an amazing piece of writing, such a great turn of phrase, that it inspired a whole range of spells — I want to mention the ioun stones. In Dungeons & Dragons they are these little gemstones that float around your head—I always imagined the Bit from Tron — but in The Dying Earth story that inspired them, the IOUN stones are much more sinister and are gleaned from the center of a dwarf star that has been cut in half by the shrinking edges of the universe. Just let that sink in; that is really an incredible idea… And those sorts of ideas are scattered all over the book, like some pirate with holes in his pocket idly scattered gold doubloons all over it.

Tim Callahan: It’s kind of like, for me anyway, when I was a kid, and I’d read the AD&D Player’s Handbook or Dungeon Master’s Guide and just read through some of the spell names or magic item titles (without reading the descriptions below) and imagine what weird and wonderful things these powers and items could do. Vance reminded me of that world of possibilities, almost on every page.

Read the complete article here.

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The Doom That Came to Kickstarter

The Doom That Came to Kickstarter

The Doom That Came to Atlantic City-smallReports are coming in that Erik Chevalier, the man behind one of the most high-profile Kickstarter game successes of 2012, The Doom That Came To Atlantic City, has admitted that he will never produce the game.

The Doom That Came To Atlantic City, created by Eberron designer Keith Baker and artist Lee Moyer, was a Monopoly-style game with a distinct Cthulhu flair. Described as “A light hearted Lovecraftian game of urban destruction,” the game invited players to take the roles of Great Old Ones in a race to be the first to destroy the world. The Kickstarter campaign launched May 7, 2012 with a $35,000 goal; by the time it closed on June 6, 2012 it had raised an astounding $122,874.

However, over the past 13 months, Chevalier has been releasing increasingly bleak progress reports, culminating in this post Tuesday:

This is not an easy update to write. The short version: The project is over, the game is canceled…

From the beginning the intention was to launch a new board game company with the Kickstarted funds, with The Doom that Came to Atlantic City as only our first of hopefully many projects… Since then rifts have formed and every error compounded the growing frustration, causing only more issues. After paying to form the company, for the miniature statues, moving back to Portland, getting software licenses and hiring artists to do things like rule book design and art conforming the money was approaching a point of no return. We had to print at that point or never. Unfortunately that wasn’t in the cards…

Predictably, the feedback from backers has been scathing.

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Vintage Treasures: Avalon Hill’s Elric Young Kingdoms Adventure Game

Vintage Treasures: Avalon Hill’s Elric Young Kingdoms Adventure Game

Elric Avalon Hill-smallAll the recent fuss over The Kingkiller Chronicles TV adaptation has reminded me just what it takes to really break into public consciousness in this industry. I’m glad quality fantasy like A Game of Thrones and The Name of the Wind has been catapulted into the big leagues… especially since I know that most fantasy novels on sale this month will vanish from shelves long before the end of the year.

It takes a really exceptional property to endure without some kind of media tie-in. Fantasy like Michael Moorcock’s Elric, for example — still extremely popular among Black Gate readers, at least, despite the fact that the character first appeared, in the short story “The Dreaming City,” over 52 years ago.

Of course, just because Elric hasn’t been made into a Peter Jackson trilogy doesn’t mean he’s been completely ignored. Maybe there hasn’t been a Hasbro action figure or Saturday morning cartoon or feature film — but who needs all that stuff when you can play a board game from Avalon Hill, publishers of Magic Realm and Titan?

Avalon Hill’s Elric Young Kingdoms Adventure Game — man, that’s a mouthful of a title — was a deluxe board game published in 1984 and, to be honest with you, it wasn’t all that popular out of the gate. It was a re-packaging of Chaosium’s 1977 Elric: Battle at the End of Time, designed by Charlie Krank and Greg Stafford.

Avalon Hill had had some success re-publishing a handful of Chaosium’s products, especially Dragon Pass (1981), one of the most popular fantasy board games ever made, and I always kinda figured Chaosium threw in Elric as part of a package deal.

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Fritz Leiber, Edgar Rice Burroughs, and Appendix N: Advanced Readings in D&D

Fritz Leiber, Edgar Rice Burroughs, and Appendix N: Advanced Readings in D&D

Swords and Ice Magic-smallOver at Tor.com, Tim Callahan and Mordicai Knode continue with their thoughtful and entertaining tour through Gary Gygax’s famous Appendix N, the library of fantasy and SF titles referenced in the back of the Dungeon Master’s Guide. In the past few weeks, they’ve covered Fritz Leiber and Edgar Rice Burroughs — proving once again that they can write these columns faster than I can keep up.

So we’ll play catch-up today. Here’s what Mordicai says about Leiber, author of the genre-defining Fafhrd and the Gray Mouser tales.

Guys, Fritz Leiber’s Fafhrd and Gray Mouser are basically the bee’s knees. In fact, I might go so far as to say they are the most Dungeons and Dragons of anything on the Appendix N list… The thing about the Lankhmar stories is that they are actually how people play the game as well… Let me illustrate it thus: Fafhrd straps fireworks to his skis at one point in order to rocket across a jump. That sort of insanity is just so… well, so Dungeons and Dragons; I don’t know how Leiber does it… Leiber’s imagination is so fruitful that, well, it is like he has a chaos theory generator in his head. Billions of flapping butterflies.

So true! And here’s Tim on how Edgar Rice Burroughs’s John Carter novels may have influenced level limits.

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Board Game Review: Forbidden Island

Board Game Review: Forbidden Island

Forbidden Island

The ancient Archeon empire is long gone, but their legacy remains. You are part of a group of adventurers who has landed upon their lost island, seeking their mystical treasures. Unfortunately, the Archeons cursed the island so that if any sought their talismans of power, the island itself would seek to destroy them … can you find and secure the four sacred treasures and get your party – your entire party – back to the helicopter, evacuating the island before it is too late?

That is the scenario of Forbidden Island (Amazon), an award-winning cooperative board game. As a cooperative game, it’s a bit more useful to discuss how to lose the game than how to win it:

  • If both Temples, Caves, Palaces, or Gardens tiles sink before you collect their respective treasures.
  • If the Fools’ Landing tile sinks.
  • If any player is on an island tile that sinks and there is no adjacent tile to swim to.
  • If the water level reaches the skull and crossbones.

In other words, victory means:

  • Your people all have to survive
  • You have to be able to get all 4 sacred treasures (which are dependent upon certain locations on the island)
  • You have to be able to get everyone to the Fools’ Landing tile to evacuate on the helicopter. (You also need a helicopter card at that point.)

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EN World Announces the 9 Most Anticipated RPGs of 2013

EN World Announces the 9 Most Anticipated RPGs of 2013

The folks at role-playing game news and reviews site EN World have published the results of their survey on the Top 9 Most Anticipated RPGs of 2013.

The survey was conducted on EN World, Twitter, Facebook, and elsewhere. Only full tabletop roleplaying games — not adventures, settings, or other supplements — with a 2013 release date made it to the list. The results were published on June 27 and summarized in the nifty YouTube video below.

Some of the impending RPG releases for the year include Call of Cthulhu 7th Edition from Chaosium, Robin D. Laws’s Iron Age drama Hillfolk (Pelgrane Press), Shadowrun 5th Edition (Catalyst Game Lab), the highly anticipated Star Wars: Edge of the Empire from Fantasy Flight, Monte Cook’s Kickstarter phenomenon Numenera, the new Firefly RPG from Margaret Weis Productions, and the massive 13th Age by D&D designers Jonathan Tweet and Rob Heinsoo. That’s enough hints; now here’s the video with all nine winners.

New Treasures: Against the Slave Lords

New Treasures: Against the Slave Lords

Against the Slave LordsI think the release of Against the Slave Lords is cause for celebration.

Against the Slave Lords is a hardcover collection of four interconnected Advanced Dungeons & Dragons adventure modules, the A1 – A4 series Scourge of the Slave Lords, originally published in 1980 and 1981. It includes new forewords by the four surviving designers. Lawrence Schick, for example, relates how his inspiration came from fellow author and dungeon master Harold Johnson:

In his campaign one night, Harold had our characters get captured, whereupon he took away all our stuff and threw us in a dungeon. The challenge: escape without relying on all our carefully hoarded adventuring gear. Were our characters people with skills and brains, or were they really just lists of equipment?

It also includes the maps and all of the original black-and-white interior art. Most intriguing of all, there’s also a brand new fifth adventure that sets the stage for the entire series, published here for the first time. Danger at Darkshelf Quarry is designed for low-level players (levels 1-3).

Why celebrate? It signals that publishers Wizards of the Coast are serious about bringing the canonical works of first edition D&D back into print. I was plenty excited at their last premium hardcover reprint, Dungeons of Dread, as it collected some of the most famous adventures written by AD&D‘s creator, Gary Gygax — including Tomb of Horrors and The Lost Caverns of Tsojcanth (still one of my favorite adventure modules of all time) — all of which were long out of print and hard to find.

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Magic Realm Lives Again

Magic Realm Lives Again

DIGITAL CAMERAMagic Realm, designed by Richard Hamblen and released by Avalon Hill in 1979, is adventure fantasy role-playing wrapped up in a board game. No surprise, given the time. It has a complexity rating of 9 on Avalon Hill’s 10-point scale, is loaded with chits, and has a rule book approaching 100 pages of two-column small print.

In modern parlance, Magic Realm has crunch. And all that crunchy goodness is now available for free on your computer.

Before we examine the computer version, let’s have a look at the basics of play. There are sixteen characters for players to choose from in Magic Realm. Most of the usual tropes are covered: White Knight, Black Knight, Amazon, Wizard, Elf, Dwarf, etc.

Players choose their own victory conditions, setting goals of Gold, Fame, Notoriety, Usable Spells, and Great Treasures. They travel roads, caves, hidden paths and secret passages that stretch across the twenty tiles making up the board, and you’re not likely to see the same board configuration twice.

The exploration element is handled well. Goblins and dragons both show up on a tiles with caves, but until you get to a tile and hear a howl or roar, see the ruins or smell the smoke, you don’t know if goblins, dragons, neither, or both live there.

And knowing is critical. The White Knight can probably take a dragon, but a group of goblins will overwhelm him. The Amazon, on the other hand, can’t scratch a dragon with her starting equipment, but she can usually work her way through a half-dozen of the weakest goblins. (The Elf doesn’t care either way, as he can run away from both.)

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Sterling E. Lanier and Appendix N: Advanced Readings in D&D

Sterling E. Lanier and Appendix N: Advanced Readings in D&D

Hiero-s JourneyTor.com writers Tim Callahan and Mordicai Knode have been reading Gary Gygax’s famous Appendix N, the list of fantasy and SF titles in the back of the Dungeon Master’s Guide. This time Tim Callahan tackles Sterling E. Lanier, author of Hiero’s Journey.

It’s a terrific article, but I note that the editors chose Darrell K. Sweet’s cover for the 1983 Del Rey edition to accompany it, featuring our hero next to his mutant giant moose, chatting amiably with a bear. Dudes. (Or Dames, I dunno.) That’s waaay too sedate a cover for Lanier’s classic. The Vincent di Fate cover for the 1974 Bantam paperback (at right) is the one you want. (Click for a much bigger version, showing that toothy dino in all his glory).

It’s… an incredibly enjoyable book. Lanier may not be even close to as famous as Robert E. Howard, Jack Vance, or Roger Zelazny or some of the others from Gygax’s list, but Hiero’s Journey constantly surprised me with its inventiveness and slow built toward a satirical climax. It also moves with a pace appropriate to a story about a guy riding a giant moose and unleashing the occasional psychic fury on mutated howler monkeys and other nefarious creatures….

It’s also a book that seems to have informed one of the weirder seemingly-slapped on aspects of Dungeons & Dragons — I’m speaking about psionics, which seemed out of place in the original AD&D Dungeon Master’s Guide — and almost the entirety of the later Gamma World game setting. Gygax isn’t credited with designing Gamma World, but James Ward’s original rulebook for Gamma World cites Hiero’s Journey as an influence, and with that game’s post-nuclear-holocaust setting and mutated animals and cities with names like primitive spellings of our own, it’s like playing scenes straight out of Lanier’s novel…

What Hiero and his companions find, as they explore and escape capture from the new breed of machine-friendly beings who don’t seem to recall what trouble technology hath wrought, is a deep and treacherous dungeon. This part is almost pure D&D adventuring, with roving monsters (mutated beasts) and foul threats from below.

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