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Art of the Genre: The DM Screen

Art of the Genre: The DM Screen

When it comes to RPG art, there’re certainly a good number of pieces that will stick out in player’s minds for any number of reasons. Some of us remember images we based characters off of, some fell in love with representations of beautiful women, and others used specific books so much that the cover images turned into old friends.

The beginning of everything great in a gamer's life
The beginning of everything great in a gamer's life

Still, I believe that there is one particular set of RPG images that wedge themselves heavily in the mind of ALL gamers, and those are found on the reverse side of DM Screens. I don’t care what generation or edition of the game you’ve played, as a player you’ve spent countless hours staring at the art on those screens.

Truly, even if you’re not an ‘art guy,’ you’ve managed to study details in the images on those screens you’d never have noticed otherwise. The characters depicted are memories burned into your subconscious like a kind of Pavlovian conditioning, even a glance at those images giving rise to the urge to game no matter how many years you’ve been away from the table.

I started playing D&D Basic, which of course had no screens, but when I met my oldest gaming friend, Mark, I was introduced to a DM’s screen for the first time and the rest is history.

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Vincent N. Darlage reviews Age of Cthulhu: Death in Luxor

Vincent N. Darlage reviews Age of Cthulhu: Death in Luxor

gmg7001coverlargeIf you’re in the mood for some good horror encounters with the dark forces of the Great Old Ones, then the new Age of Cthulhu line from Goodman Games may be of interest.  Vincent Darlage reviewed the first installment in this set of game modules. (Links to other Cthulhu resources at the bottom of this post.)

Age of Cthulhu: Death in Luxor

by Harley Stroh
Goodman Games (48 pp. Softcover, $12.99)
Reviewed by Vincent N. Darlage

This time, intrepid investigators are on the hunt for things man was not meant to know in Egypt, rather than Arkham or Dunwich – a nice change, so far as I’m concerned. A Lovecraftian horror is locked beneath Luxor in Egypt, and is unleashed, bringing with it a new era of darkness that will blast all of mankind, unless the intrepid player characters can stop it. The adventure is heavily focused on investigation, not on combat, which was nice to see.

The finding of the clues and the free-form nature worked well for me; Luxor doesn’t seem to railroad the players much, if at all. I especially liked the investigation summary on page four. The summary goes through each scene and lays out in a few sentences what is revealed and where it leads. For a free-form adventure, this is essential as it details which scenes have which clues. More adventures need to do things like this.

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Art of the Genre: An Inteview with Will McLean

Art of the Genre: An Inteview with Will McLean

Two months ago I had the pleasure of writing up a small nostalgia piece on the Art of Will McLean, and after it hit the press John O’Neill gets me on my cell and tells me ‘It’s not enough!’. Ryan Harvey and I got a kick out of that, to be sure, both of us taking in some sun on the Black Gate L.A. corporate terrace. Such rants by John always elicit great mirth when we are both well aware of his location some 2118 miles away, meaning he has little power over us.

mclean-snake-ii-254Still, I was both moved and intrigued when a message from Mr. McLean showed up on my blog a few days later. This pushed me to consider that my article was indeed, as John insisted ‘not enough!’. Weeks passed, and John kept at me until he finally forced my hand with a full travel itinerary showing up at the office by Wells Fargo courier and the next thing I knew I was once again on a Zeppelin with an interview in mind.

The destination… Malvern Pennsylvania, a fine and upstanding Victorian era borough of less than four thousand people that resides some twenty-five miles west of Philadelphia, and home to Will McLean. Having spent twelve years in Maryland, this was fairly familiar country to me, and I eased into a transition from the heat of L.A. to the seemingly never ending winter of the northeast.

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Jeff Mejia reviews Conan: Ruins of Hyboria

Jeff Mejia reviews Conan: Ruins of Hyboria

Conan is one of the most influential characters in all of fantasy. His influences has always been felt in the background, but he’s getting a lot more press lately due to an upcoming film adaptation (complete with new trailer). This supplement, reviewed by Jeff Mejia, focuses  not on the man so much as the setting … or rather, a type of setting which is woven into many of the greatest Sword and Sorcery tales (and games).conan-ruins-of-hyboria-vincent-darl15-med

Conan: Ruins of Hyboria

Vincent N. Darlage
Mongoose publishing (156 pages, $29.95, June 2006)
Reviewed by Jeff Mejia

Like many of you, I’m one of those who actually read The Lord of the Rings decades before the movie came out. I would get the books out every couple of years and reread them, and as I did so I would wonder what this locale would look like or how to create that character using my favorite gaming system. When Peter Jackson’s epic movie trilogy came out I was an instant fan; sure they left out a couple of favorite characters and missed a few beats here and there, but for all of that I finally had a glimpse of Middle Earth beyond the Brothers Hildebrandt calendars. For me Jackson’s The Lord of The Rings was a feast for the eyes. And such is the case with Ruins of Hyboria.

From Conan to Thundarr, Ruins have been a staple of Sword and Sorcery fiction. In Ruins of Hyboria by Vincent Darlage, we are not only provided with a system to help create and flesh out ruins of our own creation, we are also treated to full descriptions of some of the more famous ruins in the Conan saga.

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Art of the Genre: The Fighter

Art of the Genre: The Fighter

My stolen hero, Sir Alec Fleetwood, by Jeff Easley circa 1983
My stolen hero, Sir Alec Fleetwood, by Jeff Easley circa 1983
Do you ever wonder why we fight? What is it in our DNA that makes us want to pound something if the mood strikes? I suppose I’d say it’s simple human nature, because what other reason makes sense? I mean, I always hated the saying ‘boys will be boys’ and yet when my son was two I took him to a park to play and got an odd wake-up call. You see, my wife and I took every pain and precaution to be sure that he never, ever, saw or was around a gun, and yet he walked right up to two abandoned squirt guns, lifted them up like he was in a John Woo movie and started pretending to shoot stuff. Seriously, I was looking around for the release of doves and a slow motion jump from the slide to the sand-pit.

I guess at our very core there’s a fighter in all of us. It’s probably the reason why Jon Schindehette over at ArtOrder was so surprised with the response to his art request for an ultimate fighter art composition. People just plain like human fighters, and the numbers involved in the impetus of the competition hold to that fact.

Certainly, the groundwork for many a gamer starts with the fighter. He’s essentially the ‘easy one’, the character class you give the new player because all you have to do is swing a weapon and hope the dice are lucky. There are no magic spells to learn, no prayer lists, holy symbols, or thieves tools. It’s just put on some armor, grab a sword, and go, and you know, I really love that!

So, when I started my rather epic quest in the realms of RPGs, just like discussed in my discourse on Basic D&D’s Red Box, I of course played a fighter. As a matter of fact, I was so obviously unoriginal, I stole Frank Mentzer’s Sir Fleetwood name example right along wth Jeff Easley’s image for the fighter I wanted to play and went from there.

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Art of the Genre: Orcus

Art of the Genre: Orcus

Sutherland keeps it 'real'
Sutherland keeps it 'real'

Orcus, Prince of the Undead. He’s an ancient legend, more so than any D&D text, but for the purpose of this article I’m going address the Gygaxian version and not the Etruscan.

Why Orcus? Well, because I’m upset with Orcus, that’s why. I feel like the big fella let me down. Once, back in the long, long, ago, I got the original AD&D Monster Manual, and in those pages I found the section on Demons and was captivated by it.

Here stood the tentacle-armed Demogorgon, and slime-spurting Juiblex, and the flail-wielding Yeenoghu, Demon Lord of Gnolls, but of all of them, Orcus jumped out into my imagination because he was so drastically different.

Orcus was this fat demon with a wand [I mean really, what self-respecting demon lord carries a wand?] He had the cloven hooves and legs of a goat, a beer belly, and the head of a ram. He wasn’t cool, or epic, and certainly wasn’t someone who would fill you with fear, but the reality in his visage gave me pause.

Simple but effective, I promise
Simple but effective, I promise

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Andrew Zimmerman Jones Reviews Pathfinder Supplements

Andrew Zimmerman Jones Reviews Pathfinder Supplements

pathfinder_rpg_core_rulebook_coverPaizo publishing’s Pathfinder RPG is both familiar and innovative, as it brings the best of Dungeons & Dragons 3.5 into a fresh new approach. In this review, I explore the core rulebook and a couple of their supplements, explaining why you should look into the game system if you haven’t already.

Pathfinder Roleplaying Game: Core Rulebook

Jason Bulmahn
Paizo Publishing (575 pages, $49.99, Aug. 2009)

Pathfinder Module: Crypt of the Everflame

Jason Bulmahn
Paizo Publishing (32 pages, $13.99, Sept. 2009)

Pathfinder Adventure Path #25: Council of Thieves (1 of 6): The Bastards of Erebus

Edited by Sean K. Reynolds
Paizo Publishing (92 pages, $19.99, Aug. 2009)

Reviewed by Andrew Zimmerman Jones

Your first look at the massive tome that is the Pathfinder Roleplaying Game: Core Rulebook can be a bit intimidating. I first ran across it piled high on a mountainous table at GenCon’s Paizo Publishing booth in summer 2009 and, I admit, I wasn’t even sure what it was. Yet another fantasy roleplaying game? Elves, dwarves, and halflings? It sure didn’t seem worth much attention, and I didn’t really get what all the hype was about.

Then I realized what it was… this was my old mistress, Dungeons & Dragons v3.5, all dressed up in a new outfit and ready to go out on the town again.

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Art of the Genre: D&D Basic Boxed Sets

Art of the Genre: D&D Basic Boxed Sets

‘Basic’, it’s a term I always took as a kind of derogatory statement regarding the type of D&D that I was first introduced to. I mean, why wouldn’t someone think that since there was an ‘Advanced’ version of D&D out there with all those wonderful hardcover books?

Everything you need is right at your fingertips!
Everything you need is right at your fingertips!

Well, that might have been the case, and eventually I would convert to those lofty hardcovers, but in my fundamental and formative years I played from a ‘box’ that provided everything I needed on my path to adventure.

I have a special love for TSR’s Basic rules and the boxes that provided them. They are kind of like a browning picture of you riding a bike before the world was more than school and what to play afterward. I’m reminded of simpler times when there weren’t multiple editions of the game, when the internet wasn’t weighted down with reference materials for feats, powers, prestige classes, and the like.

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Andrew Zimmerman Jones Reviews Goodman Games Supplements

Andrew Zimmerman Jones Reviews Goodman Games Supplements

fhfangfistsongWith the release of Dungeons and Dragons 4th edition, there came the opportunity for independent game companies to introduce whole new lines of products that focused on expanding the gaps left in the core materials presented by Wizards of the Coast. In this review from Black Gate #14, I look at supplements from two of these product lines, published by the fine people at Goodman Games, covering various races and character classes.

Since the review was written, Wizards of the Coast has filled many of those gaps with their own materials, such as the D&D Player’s Handbook Races series, which includes the official supplements for both the Tiefling and Dragonborn races.

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Art of the Genre: Star Frontiers

Art of the Genre: Star Frontiers

Star Frontiers Alpha Dawn Cover Copyright WotC
Star Frontiers Alpha Dawn Cover Copyright WotC

It’s summer intern time here at Black Gate L.A., John having flown in Sue ‘Goth Chick’ Granquist to help break them in. She’s not in love with the beach and the sun, but I must say seeing her in a black one-piece, Jackie-O glasses, and a hat right out of Vampire Hunter D, I had to take a shot with my iPhone because Ryan Harvey [who was struggling with a deadline instead of taking in some sun] would have never believed it otherwise.

That picture, snapped at a moment’s notice, got me thinking about technology and the crazy almost science fiction world we live in. When I was in junior high, way back in the early 80s, my love affair with D&D was in full bloom, and TSR was expanding its brand with new genres like the 1920s prohibition classic Gangbusters, the Bond-like Top Secret, and my personal favorite the space opera Star Frontiers.

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