5th Edition Wizards Suck! Mine Can’t Even Wrestle!

Saturday, November 10th, 2018 | Posted by Derek Kunsken

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I’m not going to make a blanket statement that all wizards suck, or that low-level wizards suck, but my low-level wizard sucks. I’m just going to assume my experience applies to everyone.

My friends play a 5e D&D game and one of them persuaded me that if I role-played out-of-character, it would be valuable for my writing. I normally play fighter-types who are brave and at the front of things, and figured having to play a wizard would show me new things. Here’s what I imagined it would be like:

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Spoiler. It has been a new experience and so far, it has mostly shown me how to miss on my attacks.

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Modular: Sagas of Midgard Invades… Well, Midgard

Wednesday, October 24th, 2018 | Posted by Gabe Dybing

SoMcoverIt’s been awhile, and not because there’s been any shortage of Norse-themed role playing games! In this time, we’ve had the 5e derivative Dragon Heresy, a d6 system called Vikingr, older campaign settings such as Hellfrost and systems such as Trudvang Chronicles, and many others. Our topic on this Odin’s Day, however, is the latest of these: Sagas of Midgard.

Honestly, I had kind of retired from investment in Viking-age rpgs. My home game hasn’t involved the Norse-specific setting for more than a year, my pocketbook doesn’t drip nine golden rings as Odin’s Draupnir does, and there isn’t much utility in owning much more, since I doubt I’d be able to wrest my gamers from my tabletop version of Fourth Age Middle-earth anytime soon. But the Sagas of Midgard Kickstarter advertised savage, fast-paced gameplay and rules for Raiding—an essential component of the northern milieu and one that I had not ever seen treated to my satisfaction. So I backed a PDF copy, mostly out of curiosity.

When I received it, I realized I was encountering something much more than a few interesting mechanics. This looks like a really good game! You’ll notice that I don’t precisely say that it is simply because I haven’t had a chance to run it yet. Character abilities originate from five separate Domains, and each Domain is governed by a Norse deity. At character creation (and during advancement) players spend points within these domains for specific powers and abilities. These are fueled by a currency called Favor, which characters can obtain through a variety of methods, many of them mechanical. The core mechanic is what the designers call the “Rollover System.” Every task and adversary has a “Rollover Score,” usually between 1 and 100, that a PC has to beat (with a roll of d100) to obtain the effect she wants. There are modifiers, of course, resulting from other game mechanics, and a core feature is that the GM never rolls the dice, something shared by a few other systems and (though denying the GM the pleasure of rolling dice) allows her to focus on storytelling and character interaction.

My main criticism, though, is that the rules explanations can be hard to follow (while recognizing reasons for the authors’ organizational choices). I contacted the authors about this, and they told me that they already had been drafting a “cheat sheet” that should be helpful even to new gamers. And, in the midst of my enthusiasm for their game, I succeeded in getting the creators, Nick Porter and Dominic De Duonni, to agree to an interview.

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The Beauty in Life and Death: An Interview with Sebastian Jones

Sunday, October 21st, 2018 | Posted by SELindberg

Erathune-small Niobe She is Death-small Essessa-small

Niobe returns to reclaim her throne in 3 tales. Get the Erathune hardcover, She is Death #1 & #2, and the vampire epic, Essessa #1!

It is not intuitive to seek beauty in art deemed grotesque/weird, but most authors who produce horror/fantasy actually are usually (a) serious about their craft, and (b) driven my strange muses. This interview series engages contemporary authors & artists on the theme of “Art & Beauty in Weird/Fantasy Fiction.” Previously we cornered weird fantasy authors like John Fultz, Janeen Webb, Aliya Whiteley, and Richard Lee Byers. Recently we heard from the legendary author and editor of weird fiction, Darrell Schweitzer!

This round we corner Sebastian A. Jones: Author, actor, and teacher, Sebastian A. Jones grew up in England and moved to America at the age of eighteen where he founded MVP Records, releasing albums that included James Brown, John Coltrane, and Billie Holiday. In 2008 he founded Stranger Comics and Stranger Kids. Sebastian has written children’s books including Pinata and co-created the I Am book series with Garcelle Beauvais, including titles I Am Mixed and I Am Living in 2 Homes. Under Stranger’s dark fantasy line Asunda, he has received critical praise for his written work on The Untamed: A Sinner’s PrayerDusu: Path of the Ancient, and Niobe: She is Life, co-authored by Amandla Stenberg.

Note that the Asunda, the world of Niobe, is being realized with Pathfinder for RPG lovers. Check out the recent Paizo interview for more, and the ongoing Kickstarter which brings an omnibus versions of Niobe to life.

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Stuffed Fables: If Toy Story Were a Role-Playing Board Game

Tuesday, October 16th, 2018 | Posted by Andrew Zimmerman Jones

StuffedFablesDemoYou are a stuffed animal, who has watched over and cared for your child for many years. Tonight is a big night, though, as the parents have bought your child a big girl bed. As the lights go out, your child goes to sleep for the first night without the protection of her crib. Little did you know that this was the night you were preparing for … when dark forces of nightmare would reach out for your child, trying to destroy the hope and joy that you cherish within her.

This is the premise of the board game Stuffed Fables, by Plaid Hat Games. Plaid Hat has created a number of exceptional games, including Summoner War and the zombie survival Dead of Winter franchise. Stuffed Fables is designed by Jerry Hawthorne, who is also responsible for Plaid Hat’s Mice and Mystics franchise games, including the spin-off battle game Tail Feathers. Each of the games is great to play and worth an in-depth review of its own, but for now, let’s get focus back on Stuffed Fables.

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The Judges Guild Journal Third Ultimate Dungeon Design Contest

Tuesday, October 9th, 2018 | Posted by Doug Ellis

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Yesterday I was going through some old notebooks of gaming stuff from high school and found a piece of original art I’d completely forgotten about. Back then, my friends and I spent most of our free time playing role-playing games — particularly Advanced Dungeons & Dragons — and other war games. I subscribed to a bunch of the gaming magazines at the time, including The Judges Guild Journal.

In issue #18 of that mag (December 1979-January 1980) they announced The Third Ultimate Dungeon Design Contest — also referred to as the “Judges Guild Journal Bride of — the Son of — The Worlds First and Greatest Dungeon Creation Contest — Contest — Contest!!!” JG never met hyperbole they didn’t like.

Entries were due by February 29, 1980, and my 16 year old self decided to enter. There were three categories, based on the size of the dungeon you created (prosaically listed as Large Dungeon, Medium Dungeon and Mini-Dungeon). I worked up a medium dungeon, “Catacombs of the Undead.” One of my high school friends, John Sweet, who was a year younger than me and a talented artist, offered to do some art for it.

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Kickstarting Cosmic Fantasy: The Chronicles of Future Earth RPG

Monday, October 8th, 2018 | Posted by Sarah Newton

The Chronicles of Future Earth

In the last centuries of the Fifth Cycliad, a great malaise began to descend on the lands of humankind. The civilizations of the Earth, which for aeons had seemed on the verge of slumber, now finally began to rot from within. From the edges of the world, the ever-present enemies drew close, their hungry claws poised to tear apart the delicate flesh of a fruit a hundred millennia in the ripening. And all around, a cry arose for Heroes, to stand against the dying of the light, and save the world from the sins of its past.

Are you a fan of Clark Ashton Smith’s Zothique? Of Gene Wolfe’s Book of the New Sun? M. John Harrison’s The Pastel City? Do you yearn for a roleplaying game that exudes the vibe of Bruce Pennington’s gorgeous artwork? Then look no further — The Chronicles of Future Earth is here.

On Friday 28 September, Mindjammer Press launched its new Kickstarter for The Chronicles of Future Earth — Cosmic Fantasy Roleplaying in the Post-Historical Age. I’m Sarah Newton, the author of the game, which in some ways is the fantasy counterpart to my transhuman science-fiction roleplaying game Mindjammer. We funded the project in a little under 9 hours, and have been unlocking stretch goals since; as of this moment (Friday 5 October), we’ve raised just under £20,000 (appx $27,000), and have unlocked a Player Character Folio and GM adventure to add to the “Chronicler Pack” which forms the core of our offering: a gorgeous full-colour hardback rulebook, a GM screen, dice, tokens, and an A2 map of the “Springtide Civilization” — the world of the earth of the far, far future where the game takes place.

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Vicarious Roleplaying

Sunday, September 30th, 2018 | Posted by Jeff Stehman

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Dungeons & Dragons has become a spectator game, and regularly scheduled, live-streamed D&D games are legion. The voice actors of Critical Role, led by Matthew Mercer, are probably the best known. Their weekly live game has around 30,000 viewers, and each episode gets hundreds of thousands of follow-up views on YouTube.

I’m trying to keep up with Critical Role‘s new Mighty Nein campaign, but it’s 15 minutes here, 30 minutes there. If I had three to four hours a week to watch a live RPG, I’d have three to four hours to play an RPG.

I do, however, have time for podcasts. In fact, between chores, the gym, and the occasional road trip, I average about fifteen hours of podcasts a week. I have a regular list of fiction, gaming, and news podcasts to fill most of that time. However, in the fall, with all the chores that must be completed before winter arrives, my regular list falls very short.

Enter actual-play D&D podcasts. There are many. Most I’ve sampled are not to my liking, but here are the few that stuck with me beyond a few samplings.

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Pathfinder Playtest Update

Saturday, September 29th, 2018 | Posted by Andrew Zimmerman Jones

PathfinderPlaytestSince Gen Con 2018, the Pathfinder Playtest has been in full swing, testing the new rule system that will form the basis for Pathfinder Second Edition, slated to release at Gen Con 2019. The game looks to streamline the system, and create a more coherent play experience across the diverse options that players of Pathfinder have available.

Participating in the Playtest

The major materials – the Pathfinder Playtest Rulebook and the Doomsday Dawn adventure book, as well as supplements like the Playtest Bestiary and pregenerated characters – are all available for free download from Paizo.com, so that anyone can participate in the playtest experience. Feedback is provided through the messageboards on the Paizo forum and also by entering survey data when you’ve run someone through an adventure or scenario.

In addition to the download of the Rulebook, you should also download the Rulebook Update sheet. This is updated regularly – every couple of weeks so far – and includes ongoing modifications to the rules, which are to be incorporated immediately. The biggest change was a pretty comprehensive revamp of the Death & Dying rules, although they’ve since gone in and modified some of the classes a bit, added an additional healing option for the Medicine skill, and made other changes as needed.

The Doomsday Dawn adventure book has a series of 7 adventures that are linked together in a campaign style, set over a period of ten years, but you don’t always play the same characters. The adventures begin at first level and then skip levels as you proceed. The characters you play at first level show up in subsequent adventures, at higher levels, but in between you play with some different characters, with some adventures focusing more on outdoor adventures or healing characters. The goal is that playing through the entire adventure, you’ll have an opportunity to test out lots of different play styles and aspects of the game.

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The Priceless Treasures of the Barbarian Prince

Sunday, September 16th, 2018 | Posted by John ONeill

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A complete set of Dwarfstar games. Probably worth more than my house.

I enjoyed Sean McLachlan’s Black Gate post last month, Wargaming with my Twelve-Year-Old. Sean and his son played Outpost Gamma, a 1981 science fiction board game of man-to-man combat on a distant colony world. You don’t see a lot of coverage of early-80s science fiction microgames these days, so I appreciated being able to share the fun.

Outpost Gamma was published by Heritage Models in 1981, under their celebrated Dwarfstar imprint. Dwarfstar, like Metagaming, Steve Jackson, and Task Force Games, produced a rich catalog of microgames aimed at younger players. Well, budget-conscious players anyway. Metagaming, who pioneered the concept of the microgame with their first release, Steve Jackson’s runaway hit Ogre, charged $2.95 for a two-color game in a small baggie. Dwarfstar did away with the baggie and upgraded to a slim box, added full color, and charged a lordly $3.95.

As a business, the Dwarfstar line wasn’t a success. Unlike Metagaming and Task Force, who released dozens of titles over the years, they produced only eight games between 1981-82. But from a creative perspective, they were a magnificent hit. Their titles included Arnold Hendrick’s classic Demonlord, simulating the desperate struggle against the Demon Empire, Lewis Pulsipher’s Dragon Rage, a game of giant monsters attacking a walled medieval city, Dennis Sustare’s Star Smuggler, a marvelous solitaire programmed adventure following the adventures of a star trader on the frontier, and the peak achievement of Western Civilization, Arnold Hendrick’s Barbarian Prince, a solitaire game of heroic action in a forgotten age of sorcery.

Superbly well-designed as they were, Dwarfstar games had one great weakness: they weren’t built to last. Paper-thin boxes and flimsy components helped keep the cost down, but did nothing for their longevity. More than 35 years later these eight games have a nearly mythical reputation among collectors, but there aren’t a lot of copies to be had. And you know what that means: the scarce copies still in good condition are very, very expensive.

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Nioh: Dark Samurai Fantasy

Thursday, September 13th, 2018 | Posted by Matt Drought

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To the far east lies the land of Zipangu a land brimming with golden palaces and sparkling jewels. Kublai Khan, ruler of the mongol empire, sent a large army there, but the warriors of Zipangu used “miraculou” stones” to put up a strong defense.

The Travels of Marco Polo, Chapter 6 , 174-175

Nioh is a 3rd person Action RPG created by Team Ninja, the famed creators of Ninja Gaiden and the Dead Or Alive series. In Nioh, players are faced with little direction on how to proceed in the game, open areas filled with difficult enemies and bosses, and collectibles that affect the player in many different ways.

On the surface, Nioh seems to borrow some elements from the Dark Souls series of games. Dark foreboding areas populated with enemies waiting to ambush you. Enemies that vary from humans to monsters. Enemies that have varied attacks that you must defend from and counter, forcing you to learn their patterns of attacks.

Even with those similarities, Nioh differs from Dark Souls in many ways. Nioh‘s story adopts Japanese mythology, folklore, and settings as its core. Samurai, Yokai, and many other giant monsters are set in your path. Many are unique, terrifying, and absolutely fun to battle through the use of an interesting fighting mechanic.

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