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Creating a Fantasy Metropolis: Cities by Stephan Abrams and Jon Everson

Creating a Fantasy Metropolis: Cities by Stephan Abrams and Jon Everson


Cities (Chaosium, 1986). Third Edition. Cover by Dan & David Day

As a follow-up to last week’s post on the Forgotten Realms City System, today I have Cities, from the Universal Supplement Series, published by Chaosium in 1986 (previous editions were published by Midkemia). It was written by Stephen Abrams and Jon Everson, with cover painting by Dan and David Ray, and it was illustrated by Kevin Ramos.

In stark contrast to last week’s City System boxed set published by TSR — which was nearly all maps and practically no content — this supplement takes the opposite tack: no maps, all content!

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Remembering Waterdeep, the Most Famous City of the Realms: Forgotten Realms City System by Ed Greenwood and Jeff Grubb

Remembering Waterdeep, the Most Famous City of the Realms: Forgotten Realms City System by Ed Greenwood and Jeff Grubb


Forgotten Realms City System
(TSR, July 1988). Cover by Larry Elmore

City System is an interesting Forgotten Realms boxed set that was released in 1988 by TSR, written by Ed Greenwood and Jeff Grubb, and with cover art by Larry Elmore. Except for one very slim booklet, this essentially is a box full of maps (by Dennis Kauth), detailing the most famous city of the Realms, Waterdeep.

Now, I must admit, I have always favored Greyhawk over FR, because it’s what I cut my teeth on, but this set is pretty nice for the development of an enormous city in any campaign. Poster maps include the typical grid of the city, a beautiful, three-dimensional artistic rendition of the city, and then 10(!) poster maps that zoom in on different wards.

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From the Age of Splatbooks: Charlemagne’s Paladins by Ken Rolston and Roger Raupp

From the Age of Splatbooks: Charlemagne’s Paladins by Ken Rolston and Roger Raupp


Charlemagne’s Paladins
(TSR, July 1, 1992)

One of the more interesting developments during the AD&D Second Edition years (1989-2000) was the Historical Reference series of campaign sourcebooks.

These green “splatbooks” were well-researched, taking a broad view of history, myth, and legend, and looking at all of it through a D&D lens. Charlemagne’s Paladins is one such shining example. Written by Ken Rolston, illustrated by Roger Raupp, and with cartography by Gaye O’Keefe, this sourcebook adapts the historical setting of the Carolingian period into a quasi-game world, featuring the historical and legendary personalities and events of Charlemagne’s time.

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Revisiting Mordenkainen’s Fantastic Adventure by Rob Kuntz and Gary Gygax

Revisiting Mordenkainen’s Fantastic Adventure by Rob Kuntz and Gary Gygax


Mordenkainen’s Fantastic Adventure by Rob Kuntz and Gary Gygax (TSR, 1984)
and Dungeon Magazine 112 (Paizo, July 2004). Covers by Clyde Caldwell, Wayne Reynolds

As we approach the 50th anniversary of Dungeons & Dragons, I recalled and located Dungeon Magazine #112, published by Paizo, which was released for the 30th anniversary of D&D.

This issue featured a retread of the classic AD&D World of Greyhawk adventure module, Mordenkainen’s Fantastic Adventure, by Rob Kuntz and Gary Gygax. It was updated by Erik Mona and company for the (then current) third edition of D&D and retitled Maure Castle.

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A Modern Gaming Classic: Against the Giants by Gary Gygax

A Modern Gaming Classic: Against the Giants by Gary Gygax


Against the Giants by Gary Gygax (TSR, 1981). Cover by Bill Willingham

Against the Giants (G1-2-3) is an absolute classic by the legend, Gary Gygax.

These three strung-together adventures are some of the finest he wrote, IMO. I enjoyed this series first as a player when I was in the 5th or 6th grade, and then running it myself as DM years later. Hill giants, frost giants, fire giants, and drow! Oh, how I enjoyed recurrent use of the drow as a diabolical, super-intelligent, evil menace.

This is how Mr. Gygax described them.

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Relive Four Decades of RPG Glory with The RPG Book

Relive Four Decades of RPG Glory with The RPG Book


The RPG Book (Future Publishing, June 2022)

If you’ve spent time browsing a well-stocked magazine rack recently, you’ve probably come across Future Publishing’s popular Bookazines.

These are fat, oversized special editions of some of their popular titles. Future Publishing, based in the UK, produces dozens of magazines, including PC Gamer, Retro Gamer, SFX, Prog, History of War, Total Film, Edge, Play, Maximum PC, and many others. Some of their recent Bookazine releases include Ultimate Retro PC Collection, The Ultimate Guide to Fantasy Gaming, The Story of Zelda, The Book of Mario, PC Hardware Handbook (4th Edition), Battle of the Bulge, and about a zillion more.

I recently saw an ad for their Bookazine The RPG Book. The cover price is $19.99, but it’s currently available for only $11.99 (including shipping) from their online portal MagazinesDirect.com, so I ordered a copy. And I’m extremely glad I did. It turned out to be an entertaining and informative read — and a terrific intro to the very best computer role playing games of the past four decades.

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Gary Con Report: A Virtual Tour of Black Blade Publishing

Gary Con Report: A Virtual Tour of Black Blade Publishing

Allan T. Grohe Jr. in the Black Blade Publishing booth,
a mobile pilgrimage site for old school gamers

Gary Con! The tiny annual gathering that grew out the impromptu gaming event at Lake Geneva’s American Legion Hall after Gary Gygax’s funeral in March 2008 has now been going strong for fifteen years, and has grown into my favorite gaming convention. I attended Gary Con II in 2010 (my photo essay coverage of that ancient event is here), and was frankly astounded at how much it reminded me of the early days of Gen Con (which also took place in Lake Geneva, Wisconsin). Gary Con is a celebration of the life and work of Gary Gygax, co-creator of Dungeons and Dragons, and it has become the most important annual gathering for old-school gamers.

Gary Con XV is usually held across four days at the end of March, and this one took place March 23-26th, 2023. I made the one-hour drove across the state border into Wisconsin to attend on Saturday, March 25. As usual, I spent most of my time at the con wandering the fabulous Dealer’s Room, taking in the amazing volume of new and upcoming gaming releases.

One of the highlights of Gary Con every year — perhaps the highlight — is Black Blade Publishing’s magically overstocked booth, run by the friendly and knowledgeable Allan T. Grohe Jr. The booth contains half a dozen tables positively groaning under the weight of hundreds of products from dozens of exciting companies. Here’s a virtual tour of the booth, with over a dozen photos, and some of my most exciting finds.

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Step into the Shadowdark … you might like it

Step into the Shadowdark … you might like it

For those who don’t know about the Open Game License “incident” from earlier this year, it’s too complicated to lay out in an introduction, so go look it up, then come back to this article.

Crazy, right? Despite Wizards of the Coast walking back a lot of what they were going to do, players and game designers alike are giving serious thought into whether or not they want to continue playing with this game system. While many are sticking with 5th Edition (5E) Dungeons & Dragons, others are looking into something completely different, including games that simulate the 1st Edition rules (known as Old School Renaissance or OSR). Which puts Kelsey Dionne at Arcane Library in the perfect time to release her long-awaited Shadowdark game, since it combines the fan-favorite elements of 5E and OSR games.

While it might seem like Shadowdark was rushed into production to capitalize on this sudden interest in alternative game systems, the truth is that it’s been several years in development. After the OGL crisis, Kelsey Dionne had to re-work some of the mechanics so that Shadowdark didn’t resemble Dungeons & Dragons too closely, but this just results in the game now looking more like her own unique thing (a similar situation is occurring with Gavin Norman’s also long-awaited Dolmenwood game). There are still the usual 6 character traits, armor class, and hit points. But complicated encumbrance rules are now replaced by a simple gear slot mechanic (you can carry as many items as your Strength score). The magic system looks like the traditional Vancian system used in every version of Dungeons & Dragons, but now it’s limited by a spell mishap table (similar to what you find in Dungeon Crawl Classics). Darkvision has been completely eliminated as an option for player characters, making those torches far more important and the threat of losing your light source far more intense (since ALL monsters can see in the dark).

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The Return of Lone Wolf by Joe Dever

The Return of Lone Wolf by Joe Dever


Lone Wolf Definitive Editions, Volumes 1-3 (Holmgard Press). Covers by Alberto Dal Lago

Joe Dever started playing Dungeons and Dragons in 1976, barely three years after the first copies appeared in game shops in Lake Geneva. In 1984 he published his first Lone Wolf solo fantasy game book, Flight from the Dark; it became an international bestseller and launched a publishing phenomenon. By Dever’s death in 2016, the Lone Wolf series had been translated into 18 languages and sold over 12 million copies.

Unlike most other fantasy solo gamebooks — such as Steve Jackson and Ian Livingstone’s classic Fighting Fantasy titles, Steve Jackson’s fabulous Death Test and its sequels, Tunnels and Trolls adventures like City of Terrors, George Dew’s excellent Legends of the Ancient World, and others — the Lone Wolf books could be played separately or back-to-back, as individual chapters in an epic solo campaign spanning 32 books.

Before his death Dever substantially rewrote the opening book Flight from the Dark, expanding it from 350 to 550 sections. The publishing company he founded, Holmgard Press, has now reissued the first five titles in hardcover Definitive Editions in the UK, and will be releasing paperback editions of the original gamebooks with brand new cover art — and all the original interior art by Gary Chalk — in the US on January 3.

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The Only Devil Book You’ll Ever Need: The Book of Fiends – A Malefic Bestiary for Fifth Edition by Robert J. Schwalb

The Only Devil Book You’ll Ever Need: The Book of Fiends – A Malefic Bestiary for Fifth Edition by Robert J. Schwalb

The Book of Fiends (Green Ronin Publishing, March 8, 2022). Cover by Svetoslav Petrov

It’s a clichĂ© to say that a good role playing campaign is like a satisfying fantasy series, packed with realistic characters, compelling action, and vivid settings. It’s more accurate, I think, to say that truly great role playing shares an essential ingredient with the best fantasy. I mean, of course, that it’s all about the villains.

Want to keep your players coming back, clutching well-worn character sheets and eager for action? You need challenges worthy of their time, and you won’t get that with the same generic dragons week after week. You need truly malefic opponents with legendary skills, cunning agendas, and awe-inspiring magic at their disposal.

There are some terrific resources out there to help you craft really memorable villains, but for my money the best one on the market is The Book of Fiends by Robert J. Schwalb, with Aaron Loeb, Erik Mona, and Chris Pramas. It’s a massive 254-page tome filled to the brim with inventive and truly original infernal menaces for Fifth Edition Dungeons & Dragons. There isn’t another book published in the last five years I’ve drawn from as heavily for my own game as this one. I don’t care why kind of RPG you play, The Book of Fiends will up your game.

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