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Start Your Engines… for Car Wars

Start Your Engines… for Car Wars

A couple of weeks ago I wrote about the old TSR minigame Revolt on Antares, and that got me thinking about other microgames which were popular back in ye olden days, and that brought to mind one of my favorites, Car Wars from Steve Jackson Games, published in 1981, a vehicle combat game.

If you ever wanted to take part in the fast-driving, hard-hitting action of the Mad Max universe where guns and cars ruled the roads, and the plains and the deserts and the … etc., then you would do well to buckle in and pick up one of the versions of Car Wars which has been made available over the years.

But my first love was the original Car Wars which came in a small, black plastic box, though there were copies of the game which came in just a plastic bag (but who would want that when you could get your hands on a cool plastic pocket box, as they were called?).

The action came in various scenarios from arena battles to highway combat against marauders and the like, and that original pocket box included everything needed to get you on the road to war. Included were the six-sided dice needed for the game, a rules book, maps, vehicle sheets, and cardboard counter pieces of vehicles, road hazards, and more.

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Steamed – Gaming here at Black Gate

Steamed – Gaming here at Black Gate

Hudsucker_RobinsElevatorEDITEDThe pay phone on the wall by the door into the dungeon…cellar…basement…journalist’s suite below Chicago’s permafrost layer rang at the Black Gate World Headquarters. I vaulted over the wood plank that rested on two sawhorses, which served as my desk. The last person who hadn’t answered before the third ring had been sent downstairs. ‘Downstairs’ was rumored to be the lair of a beast that Conan wouldn’t be able to defeat.

Black Gate World Headquarters. Home of the world’s preeminent fantasy magazine.”

“Who is this?” barked the voice of John O’Neill, Founder, editor, publisher, CEO, CFO, and overall Grand Poobah of Black Gate. I could think of a three-letter acronym beginning with ‘S.’ “Is that you, Bryne?”

I took a breath. I had been writing for Black Gate for going on seven years now, and he still got my name wrong. I had given up trying to correct him after the second year. I figured, as long as I remained on the payroll, it didn’t really matter. Not that I actually got paid.

“Yes, sahib.”

“What are you doing down there?”

“Just working on a column, sir.”

“What do you mean, man? You’re in the office on a Sunday, working on a column?”

I caught myself. “Working on three columns, sir. I finished two yesterday.”

“That’s better. Thought I was going to have to reassign some stories from that Ted guy. Can’t have you coasting on past accomplishments.” He paused. “Of course, we’re a team here – no individual egos.”

Yours is certainly big enough for the rest of us, I thought.

“What was that, Bryne?”

“I didn’t say anything, sir.”

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Pop Dungeon: A Star Wars Pops Game

Pop Dungeon: A Star Wars Pops Game

SWPop_OneEDITEDMy son’s birthday is December 22nd. We’ve made sure that Sean, who just turned twelve, gets two events, and two sets of presents: we don’t combine it with Christmas. So, he’s pretty much buried in new ‘stuff’ for a week. This year, the day before his birthday, I took him and a friend to see The Rise of Skywalker. And that set him off on a Star Wars Pops buying-binge. He had a half dozen within a week. It quickly went up to eight, where it’s in a holding pattern.

Sean decided he wanted to be a Dungeon Master, and he created a new game to pay with me: Pop Dungeon. He pulled an oversized red die we had from some toy bin somewhere (it’s not from any game), and as a backup, he set aside two regular six-sided dice, though we rarely use those.

Grabbing a mish-mash of items from around his room, including a rope, a big AT-AT, some plastic apples, a Transformer, a tank, a baseball cap, and more and he placed them all around his room. Then he put six of the Pops  on his school desk, and proceeded to Dungeon Master me through a Pop Dungeon adventure!

Each Turn gives me two options: “Fight or run away.” “Search, or heal.” “Try to fix the jeep, or walk.”

I roll the ridiculously bouncy, giant red die. A 1 is catastrophic. 2 is pretty bad. 3 is not too bad. 4 means I accomplished what I picked to do. 5 or 6 means I succeeded with some type of bonus effect. It is RIDICULOUS how many times I roll a 1. I’m going to record it for one session some time, because it is waaaaaaaaay beyond statistically improbable!

There are a lot of Turns. And he gets to roll the die for his guys after two of my Turns. Even if I string together a couple successes in a row, a 1 or 2 (or a couple of them) knocks the party for a loop. The first couple sessions went an hour-plus, so I had to shorten them up.

Sometimes, the party members are killed and some aspect of the force reanimates them and they are on his team. I think in one adventure, Captain Phasma was killed from my party, then I had to kill her twice more when she was brought back on the other team. Though, Sean’s been thrashing me so soundly, he hasn’t had to do that lately.

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Heroic Signatures: REH Digital Rights Part of $10 Million Deal

Heroic Signatures: REH Digital Rights Part of $10 Million Deal

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Funcom is the developer of the Age of Conan (AoC) MMORPG. They’ve currently got a resource/action RPG, Conan: Exiles, in beta, scheduled for a May, 2018 release. I’ve played quite a few hours of AoC and think it’s a very good MMO, mixing elements from Robert E. Howard’s original stories and some of the pastiches. I haven’t tried Exiles yet.

Cabinet Group LLC owns the rights to Robert E. Howard’s non-public domain works. Cabinet Group and Funcom each will own 50% of a new venture entitled Heroic Signatures. Heroic Signatures will control the interactive (gaming) rights to 29 properties — most of them based on the works of Robert E. Howard. REH characters and stories included are:

Conan, Solomon Kane, El Borak,  Dark Agnes, “Children of the Night,” Bran Mark (yes, they spelled it incorrectly!) Morn, James Allison, Cormac Mac Art, Black Turlogh, Kirby O’Donnell, Cormac Fitzgeoffrey, Steve Harrison, “Black Canaan,” Almuric, Steve Costigan, “The Black Stone,” “The Fire of Asshurbanipal,” “The Cairn of the Headland,” “The Horror from the Mound,” “The Dead Remember” and “Pigeons from Hell.”

The announcement said that Funcom will be focusing on partnerships and third party developers, indicating they want to license the properties to get games made. Funcom isn’t a mass-producer, so this may well be a way to leverage the REH property. As part of this move, Funcom got a $10.6 million investment from a Swedish company.

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Simulations Publications Inc: The TSR Incursion

Simulations Publications Inc: The TSR Incursion

Around the end of 1981, brothers Kevin and Brian Blume wrested control of TSR away from founder Gary Gygax. The company would change dramatically under their leadership, until Gygax returned from his west coast exile in 1984 and (briefly) reclaimed his company. One ‘Blume Incident’ from 1982 is a pretty good example of the way they did things.

In 1958, Avalon Hill was formed, creating the modern wargaming industry, out of which role playing games grew. In 1969, James Dunnigan created Simulations Publications, Inc. — to be known as SPI — with Redmond Simenson as co-founder. He started the company to save an existing wargaming fanzine, Chris Wagner’s Strategy & Tactics, which was in a precarious financial state. Simenson was the graphic designer for the magazine and a huge part of its success. For the princely sum of $1 (yes, you read that right), SPI took on Strategy and Tactics and made it the industry’s leading newsletter, starting with the September, 1969 issue.

Strategy & Tactics would include a new wargame in every single issue from then through the current one, which is remarkable. With the popularity of the magazine, SPI also became Avalon Hill’s major competitor in the wargaming market and enjoyed great success in the seventies. Things were good. Then, as for JFK, came Dallas. Okay, not quite.

Dunnigan’s Dallas: The Television Roleplaying Game, was a licensed product, intended to cash in on the massively successful show. My first thought is to wonder how many Dallas fans wanted to play an RPG — apparently not many. It was a disaster. Simonsen commented that they produced “80,000 copies and that was 79,999 too many.”

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My Favorite Game: Mount and Blade/Warband – Part One

My Favorite Game: Mount and Blade/Warband – Part One

Mount and Blade banner

I have spent a lot of hours on a lot of different PC/video games over the years – mostly of the fantasy/RPG variety (though Out of the Park Baseball is my favorite simulation game). And from Temple of Apshai to Dungeon Master to Baldur’s Gate to Age of Conan, I’ve quite enjoyed them. But Mount and Blade (and the stand alone expansion, Mount and Blade: Warband) holds a unique spot for me and several years after last playing it, I’m in up to my elbows again.

I spent my first round playing the original, Mount and Blade (M&B). Now, I’m playing Warband. There are some gameplay differences, the most prominent being that the latter includes multiplayer. However, I have never tried that option and don’t plan on doing so. Mount and Blade and Warband are overall, quite similar and I’ll be using the phrases interchangeably, distinguishing between versions when relevant.

The Game

M&B is a combination first person combat and strategy wargame, with some role playing elements. It is a sandbox, without a storyline. The latter is both a strength and a weakness. You create a character, form a band of troops and roam around the land, solving unrelated quests, fighting enemies and either serving a liege or carving out your own kingdom (creating your own Faction was a Warband addition). You won’t survive long if you don’t build a strong war band, and recruiting, commanding and building up your troops is really the heart of the game.

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Modular: Everything You Ever Wanted to Know About The Temple of Elemental Evil

Modular: Everything You Ever Wanted to Know About The Temple of Elemental Evil

the-village-of-hommlet-moathouse

Chainmail re-enactment of T1: The Village of Hommlet
at Garycon II, 2010 (click for bigger version)

Okay — maybe a bit of hyperbole there. About a month ago, I wrote about my favorite AD&D module, T1 – The Village of Hommlet. I mentioned that its follow-up, The Temple of Elemental Evil, was delayed for several years before Frank Mentzer completed it. Read on to learn about how Gary Gygax developed Hommlet and the Temple through play sessions and my deduction of why Temple was delayed for a few years.

Gygax and Rob Kuntz were constantly adding new levels and different environments to the dungeons under Castle Greyhawk as the players continued to eat up new content, always wanting more. Gygax began focusing his attention on developing a new region, with a campaign focusing on Hommlet and the Temple of Elemental Evil. With his game simply growing too big, Gygax split it, giving Greyhawk and its dungeons to Kuntz while he continued to work on Hommlet and the Temple.

Gygax’ son and a friend were starting to play, so Gary used the Hommlet campaign as a new, low level adventure for them, distinguishing it from the high level Greyhawk play. Gygax was busy developing TSR products and the Greyhawk Supplement (I) had come out for the Original Rules.

The Hommlet campaign was different than the Greyhawk dungeon delves. There was a village, with a smithy, an inn, a local elder, set in a rural environment. The party could role play in the village then move on to the dungeons of the Temple. It’s possible that Gygax ran players through some iterations of Hommlet and the Temple in late 1975 and into 1976.

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Modular: A Brand New Column! And About T1 – The Village of Hommlet

Modular: A Brand New Column! And About T1 – The Village of Hommlet

hommlet_moduleYou might have noticed the name ‘Modular’ being tagged onto the front of some gaming-related posts over the past several months. Well, being the savvy folks we are we here at Black Gate, we know that Role Playing Games (RPGs), whether tabletop or electronic (Pc/video game/MMO) are immensely popular. And we periodically post about RPGs, in addition to other types of games: such as this one I did on the Dungeons and Dragons Board Game line. And because we’re an on-the-ball kind of website, we’ve noticed that those posts do pretty well.

So, beginning in January, we’re kicking off a regular gaming column called…. you guessed it, ‘Modular.’ The primary focus will be on Role Playing Games, but we want to write about all kinds of fun games and gaming-related topics such as movies, television shows, books, etc. Posts will be written by various Black Gate contributors, and we’re also going to invite some industry folks to come visit, like we did with our popular ‘Discovering Robert E. Howard’ series.

I’m really excited about ‘Modular,’ as I think we’re going to be presenting you with some great stuff – both contemporary and nostalgic. From pen and paper Kickstarters to Dungeons and Dragons history. To give you a taste of what’s coming, the following was intended to be one of the first posts in the series next year. It’s a look at just about my favorite module, T1 – The Village of Hommlet. And as I mention at the end, there’s going to be a follow up post with my thoughts on why The Temple of Elemental Evil was delayed for several years.  If you’ve got a topic you’d like us to cover, or even something you’d like to write a post about, email me at upabob@yahoo.com. The latter is how I ended up with my own column, ‘The Public Life of Sherlock Holmes,’ here at Black Gate. So….

The golden era of my RPG life is Advanced Dungeons and Dragons (AD&D).  To prepare for this post, I sat down and read my favorite AD&D module. Now, there are quite a few which I’m still fond of and would like to play again. But T1 – The Village of Hommlet is the leader of the pack. Surprisingly, I’m not particularly crazy about T1-4, The Temple of Elemental Evil (ToEE), the much-delayed sequel, which is usually listed near the top of every “All-Time Greats” list. For me, Hommlet is a completely self-contained adventure in and of itself.

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Modular: Astonishing Swordsmen & Sorcerors of Hyperborea — 2nd Edition!

Modular: Astonishing Swordsmen & Sorcerors of Hyperborea — 2nd Edition!

astonishing-swordsmen-and-sorcerers-of-hyperborea-smallBack in December of 2012, Black Gate head honcho John O’Neill wrote a glowing post about Astonishing Swordsmen & Sorcerors of Hyperborea (for ease of typing, we’ll go with AS&SH from here on in). AS&SH was created by Jeffrey Talanian, who co-authored Castle Zagyg with Gary Gygax (The Zagyg saga is worthy of a post in itself).

AS&SH came out of Original Dungeons & Dragons (0E), created by Gygax and Dave Arneson. That is the version that my retroclone of choice, Swords & Wizardry, is based on. Talanian cited Robert E. Howard, Clark Ashton Smith and H.P. Lovecraft as his influences. So, we’re talking Pulp: weird pulp!

Fast forward to 2016 and Talanian has launched an already successful Kickstarter for a 2nd Edition of Astonishing Swordsmen & Sorcerors of Hyperboria. As I type this, with 22 days remaining, it is at 318% funding and is tearing through stretch goals like the Cimmerians at Venarium.

The book will be somewhere around five hundred pages and will include a 32” x “40 color map, as well as an introductory adventure. Ian Baggley’s popular art from the 1st Edition will be supplemented with illustrations from about a dozen new artists. If you like this style of art, AS&SH is absolutely worth backing. Check out the new cover!

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The Public Life of Sherlock Holmes: RPGing is Story Telling

The Public Life of Sherlock Holmes: RPGing is Story Telling

inspiration_tomblizardAs I recall, I began playing Dungeons and Dragons at the very end of 1st Edition. Most of my early memories are of playing AD&D and that’s still my favorite Role Playing Game (RPG) system. My buddy Chris and I used to ride our bikes to Hobbyland and he would get a shiny new TSR module, while I grabbed a color-bled, paper-bound supplement from Judges Guild.

I had read Moorcock and Lieber by then (though I didn’t get to Tolkien until early high school). I had acquired a love of Greek mythology (and to a lesser extent, Norse) earlier, and The Trojan War was probably my favorite subject matter (I rooted for Troy: that was disappointing: I mean, c’mon, tear apart the walls to drag in a giant horse your enemy left you???).

You know, The Iliad is like a game of Chainmail: a mass combat wargame with the fantasy supplement for individual heroes. Then  you’ve got The Odyssey, which is an overland (over-the-sea, mostly) D&D campaign. After you’ve played that one a time or two, you could switch to The Aeneid and you’ve got an overland campaign with a kingdom building mechanic. Huh – there’s fodder for another post…

My earliest fantasy gaming memories are of playing Adventure on an Atari 2600. That led to Temple of Apshai on an Atari 1200XL computer. I mapped out every room of that game (and The Upper Reaches sequel) on graph paper. Eventually I got an IBM-compatible PC and tore through the gold box games from SSI. I made the graphical leap to Dungeon Master from FTL (this preceded the more successful but derivative Eye of the Beholder by a few years). Even when I stopped playing pen and paper D&D, I continued on through Baldur’s Gate, Neverwinter Nights, Morrowwind and right up to Age of Conan.

Though I stopped playing, I still read a lot of 3rd Edition D&D stuff and began playing once again with Pathfinder. And as I wrote here at Black Gate just a few weeks ago, I’ve begun running a Swords & Wizardry game for some non-pen and paper fantasy players (it’s a good post. Really. You should go read it!).

And from Dungeon! to Wrath of Ashardalon to the Pathfinder Adventure Card Game, I’ve played fantasy board games for decades.

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