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Rebuild Civilization on a Savage and Alien Earth in Midnight Legion from Studio 9

Rebuild Civilization on a Savage and Alien Earth in Midnight Legion from Studio 9

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Midnight Legion box set from Studio 9 (2016). Art by C. Aaron Kreader.

It’s been a busy year, between changing jobs in April, managing a fledging writing career as Todd McAulty, running Black Gate, and coping with a pandemic. I don’t get to read as much as I used to, and I definitely don’t get to game as much. I especially regret not having the chance to dig into some of the new generation of solo RPGs, like Four Against Darkness and Into the Dungeon.

But I did spend a few shekels to try Midnight Legion, a very promising post apocalyptic solo gamebook series with a strong Metamorphosis Alpha vibe. Created by writer Aaron J. Emmel and artist C. Aaron Kreader and published by Evanston, Illinois-based Studio 9, Midnight Legion is a three-book series featuring an amnesiac android who awakens on a vastly changed Earth peopled with strange creatures and deadly mutant plants, and must piece together the clues to his original mission. You get everything you need to start in the intro Midnight Legion box set, published in 2016 with this description on the back:

You are an elite, android agent of an ancient, clandestine group who is forced awake after hundreds of years of stasis. Your memory is gone, and you can’t recall your purpose. You will need to solve puzzles and choose whether to use combat, stealth, or sixth sense and diplomacy to unlock your mission and the secrets of the world you knew.

The Midnight Legion is an interactive story where player(s) choose how to respond to what happens next. Created for solo play, with a 2-player option, this three book game series promises hours of gaming. Starting with Book 1: Operation Deep Sleep, everything you need to begin is contained in this boxed set.

The second gamebook, The World Reborn followed in 2017, and the final volume Portal of Life in 2019. Together they form an ambitious and compelling science fiction adventure that I’m anxious to dig into.

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From Galaxies to Planet: Instant Universe

From Galaxies to Planet: Instant Universe

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I’ll confess. I love random planet and system generator tools in roleplaying games. There I was as a young boy with the now classic science fiction RPG called Traveller, and I was able to roll up via a set of tables a planet. Size. Population. Technology level. Type of government. It provided a logical way to help game masters (GM) both create interesting worlds on the fly and help avoid our own creative traps of repeating the same planets with different scenery.

Additionally, I think it fired as much creativity as not, something that the creator of Traveller, Marc Miller, has noted. How does that small population world on a planet with a tainted atmosphere, high security level but rather liberal government function and look. The dice could result in interesting combinations the encouraged creative thinking.

Of course, the GM could ignore whatever results she wanted and choose at whim — something I, too, certainly engaged in. Nonetheless, I had a certain thrill every time I rolled up a planet and awaited its outcome.

Every edition of Traveller has had some planetary generator. A number options have shifted over time to reflect new understandings and science, but the core remains the same: grab some six-sided dice and generate the famous Traveller hexadecimal code for the description of a planetary system.

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Modular: RIP Lenard Lakofka – Lord of the Lendore Isles

Modular: RIP Lenard Lakofka – Lord of the Lendore Isles

Lakofka_L5CampaignEDITEDLenard Lakofka has passed away. Lakofka was one of the early figures in the history of Dungeons and Dragons. He was President of the International Federation of Wargamers when it worked with Gary Gygax to host the very first GenCon.

He began play testing the developing Dungeons and Dragons, providing input to Gygax. He created his home campaign, set in the Lendore Isles. His character, Leomund, is a well-known name in D&D history.

He wrote articles on D&D for his own magazine; many of which were reprinted in the new Dragon magazine. He edited, and contributed to, the core Advanced Dungeons and Dragons (AD&D) books. Then things really began to pick up. In 1979, at the first official AD&D tournament, he finished second and TSR paid him $10,000 to write three modules. He was also given a regular column in Dragon – Leomund’s Tiny Hut.

Those modules had an interesting history. L1 – The Secret of Bone Hill, was the first official module written by a non-TSR employee. And it was based on his own Lendore setting. It was included in the World of Greyhawk, but it was the first setting not developed by Gygax. At the time, Lendore Isle, and the village of Restenford, was the only official campaign setting other than Gygax’ famous village of Hommlet.

Bone Hill is second-level, which meant the Dungeon Master had to come up with something for a first-level party, consistent with this new non-Greyhawk environ. It has some relatively tough monsters, with more maps than was standard in the day. Bone Hill leaves a lot of room for the DM to create motivations and adventure lines. I was 14 back when it came out, and I would have been overwhelmed as a novice DM.

TSR employee Kevin Hendryx was editing Bone Hill, and he created a lizard-man encounter. Lakofka asked that it be removed, and Hendryx began developing it into a full-blown adventure. There was even a cover developed. But Hendryx was sacked during the famous 1981 TSR purge. Douglas Niles took the existing material and turned into N1 – Against the Cult of the Reptile God, which is one of the most popular modules of all time.

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Delve Deep in Lost Catacombs in Empire of the Ghouls from Kobold Press

Delve Deep in Lost Catacombs in Empire of the Ghouls from Kobold Press

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Empire of the Ghouls (Kobold Press, April 2020)

The Free City of Zobeck, a booming trade city in Kobold Press’ popular Midgard, is one of my favorite modern adventure settings. It’s a terrifically imaginative urban environment with guilds, gangs, and gods, a notorious Kobold Ghetto, the Arcane Collegium, a clockwork wizard school, and much more. It was originally designed by Wolfgang Baur and, according to Kobold Press, is where the setting of Midgard was first born, “a clockpunk city forged in the fires of revolt, with monsters and magic drawn from the dark folktales of medieval Eastern Europe — plus details of devils, Kobold kings, and plots galore.”

Zobeck has been well supported over the years, with releases like Tales of Zobeck, Streets of Zobeck, and multiple editions of the Zobeck Gazetteer. But the most ambitious supplement to share geography with the free city is Empire of the Ghouls, funded by a hugely successful 2019 Kickstarter that raised over $168,000.

Weighing in at a massive 345 pages in full color, the standalone Empire of the Ghouls is a complete adventure campaign for characters from 1st to 13th level, fully compatible with 5th edition D&D and other modern RPGs. It details a Ghoul Imperium in the depths of the underworld and a series of interconnected adventures that delve deep into its secrets.

This heavy and highly readable volume is one the more ambitious and entertaining adventures to cross my desk in years, and it’s now available to all. Here’s a look at the wonders within.

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A First Look At The Sword of Cepheus for (cough) Travelers in Sword and Sorcery Realms

A First Look At The Sword of Cepheus for (cough) Travelers in Sword and Sorcery Realms

Art: Stephanie McAlea

I don’t like complexity in my tabletop-roleplaying games. It’s not just my age, I’m also more interested in the adventure than the stacking the of feats and traits. And, as a GM, frankly, the chaotic exploding synergies of games like Dungeons and Dragons make me feel panicky.

However, I don’t like it when glossing over resource management breaks genre conventions — if torches can’t run out, if food isn’t scarce, then players will turn each dungeon adventure into weaponized archaeology.

Unfortunately, I’m also — on reflection — unkeen on randomized emulations that  take away the possibilities and drama created by choice: “Oh, you rolled a ‘1’. Whoops your arrows ran out.” (Some games square this circle a little.)

That’s why I was excited when Omer Golan-Joel announced he was working on a Sword and Sorcery game called (drum roll) Sword of Cepheus: 2D6 Sword and Sorcery Roleplaying.

The Cepheus Engine is the flagship for a movement of indy 2D6 games, all under an Open Gaming License related to a certain classic SF game. 2D6 games are generally old-school emulators, with encumbrances and resource management. However, unlike D20 OSR stuff, they have recursive rules — the clue is in the “2D6” — and skill lists rather than classes, meaning you don’t have lots of bolt-on background abilities and feats, because your skill list is your background and distinctive range of capabilities. Normally, character generation is a mini-game in itself. You navigate a career, with one eye on the possibility of aging badly — chicken versus the Grim Reaper — also generating your own backstory as you go.  It’s not so good for big sweeping stuff, but perfect for adventurers having adventures.

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The Continuing Mission: Star Trek Adventures

The Continuing Mission: Star Trek Adventures

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Star Trek has been a revered franchise for decades, and the FASA Star Trek RPG released in the 1980s is a oft cited classic game. The current RPG, Star Trek Adventures, is published by Modiphius. Supported by multiple supplements, adventures, and a forthcoming Klingon core rulebook, Star Trek Adventures is a compelling RPG that will let you live out your own Star Trek stories, regardless of era.

The game is oriented toward The Next Generation era of Star Trek, but the rules allow and often speak specifically to running games in the Original Series and Enterprise eras (Deep Space Nine and Voyager fall within The Next Generation era). Even the Kelvin timeline (i.e., the new film series with Chris Pine as Captain Kirk). Modiphius does not have the license rights to the newer Discovery, Picard, or Lower Decks series showing on CBS All Access, but adapting the game to suit those settings is readily done.

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Understanding the New Order

Understanding the New Order

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Since Disney’s acquisition of Star Wars and its consequent films and streaming episodic shows — the very good The Mandalorian being only the first of several planned — many would be forgiven for forgetting the very long time between The Return of the Jedi and The Phantom Menace. 1983 to 1999. In that time, novels and comics were the primary vehicle for keeping Star Wars stories going, including the Thrawn Trilogy of novels by Timothy Zahn, published from 1991 to 1993.

For roleplayers, West End Games published a Star Wars role playing game in 1987. This game proved to be successful, and the quality of the material was so good, that Zahn referenced — at the instruction of LucasArts — the sourcebooks when writing the Thrawn Trilogy. With the game, players could finally engage in the universe and with supplemental materials to help expand and frame the universe that was — until that time — largely confined to the original trilogy of films and a poorly received Christmas special.

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Many Paths of Character Creation

Many Paths of Character Creation

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For many RPG gamers, creating characters is one of the highlights of gaming. They get to make significant choices and craft and hone their character to their vision. If they are invested in the character, players typically engage more in the collaborative storytelling environment that RPGs are. For many players, this is the most creative time in the process, for thereafter they engage in the setting as laid out by the game master (GM). They may have an influence on the game and that setting, but the act of creating primarily — if not exclusively — resides with the GM after character creation. Even in truly sandbox games where the players can go wherever and do whatever, they are operating within the construct of the GM.

RPGs across the spectrum devote pages to character creation, often taking up a significant portion of any rulebook and entire supplements that provide new options. Most games lay out these options as a series of choices the player makes — though always reserving GM fiat.

Dungeons & Dragons, Star Wars: Force and Destiny, and others use a process whereby you select a species (if applicable), select a career, apply a number of adjustments to the basic character template, and then make choices about talents and specializations and skill choices. The names may vary (class, feats, etc.), but the basic principles remain. For example, in Force and Destiny from the core rulebook, players choose from one of eight species. These have default attribute score adjustments and some level of unique trait or ability (breathing underwater for Nautolans for example). Players then choose from one of four careers and then choose from one of three specializations in that career. One of the narrative or logical challenges with this construct is that if you want to play a 40-year old human smuggler, you may have the exact set of skill points, etc., as other players, who may have a 20-year old bounty hunter just making her mark on the world. Truth be told, this is not a significant challenge, but one nonetheless. Particularly in class-based systems. My 40-year old cleric is at level one — the same as that 20-year old barbarian.

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A Rough Guide to Glamour Goes Gold

A Rough Guide to Glamour Goes Gold

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I always enjoy catching up with my Australian friend Michael O’Brien (“MOB” to his friends). We met back in the nineties when we were part of the so-called Reaching Moon Megacorp, a group of ardent Glorantha fans working on the pioneering RuneQuest/ Glorantha magazine Tales of the Reaching Moon – he was an editor, I was the dogsbody. (I should mention that MOB is a director of the Chaosium now, alongside our American Reaching Moon Megacorp colleague Rick Meints – it’s a small world, sometimes).

As MOB and I live on opposite sides of the world, we usually only bump into each around conventions. And so, the last time we met was at Dragonmeet in London last November. MOB was about to launch the Jonstown Compendium, Chaosium’s community content site for RuneQuest and Glorantha on DriveThruRPG. And he talked to me about things that might now be possible…

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Maximizing the Crunch: Dystopia 23

Maximizing the Crunch: Dystopia 23

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In my last article, I reviewed one of the most rules light systems I have ever read. Some game masters (GMs) and players like games with a hefty amount of crunch — that is, game mechanics that require dice rolling or calculations and with a level of specific details for certain types of tasks. Dystopia 23 may take this to the most extreme I have ever experience. The Primer is 149 pages. By comparison, the quick start rules for The Expanse were 42 pages. For The Witcher TRPG (called Easy Mode) they were 32. For Cyberpunk Red Jumpstart Kit, two booklets were a total of 98 pages — including a lot of flavor text. In terms of crunch, Dystopia 23 pummels those quick start rules into the ground.

When the Dicegeeks podcast interviewed Dystopia 23’s creator, Jason Carruth, he made no bones about how he loved to see a lot of crunch in a game. He reveled in the joy of designing crunchy games.

Before I cover the mechanics, however, let’s talk about the setting. Dystopia 23 covers familiar cyberpunk ground. The game takes place in the 23rd century. After economic collapses and mismanagement, the corporations have become the power in the world. Hordes of impoverished people struggle in the sprawls — vast favelas and slums that buttress up to the walled cities where the middle and upper classes live. Sprawls are unpoliced anarchy, which gangs and other various power brokers seize upon to exert control, often with as careless disregard of human lives as corporations. Even the cities are divided, with corporations having purchased areas for their exclusive use.

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