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Mindjammer RPG: Transhuman Sci-Fi Adventure in the Second Age of Space

Mindjammer RPG: Transhuman Sci-Fi Adventure in the Second Age of Space

Several years ago, I published my first ever roleplaying game supplement, a 200-page softback for the Starblazer Adventures RPG, using the Fate 3rd edition rules. Black Gate‘s very own Howard Andrew Jones reviewed it here, and a few short months later we were delighted when it won a Judges Spotlight Award at the ENnies in GenCon. We decided to produce a second edition…

… And here it is! A lot has happened in the meantime, not least the release of a brand new edition of Fate, the Fate Core System, from Evil Hat Productions, which won Best RPG in the Golden Geek Awards only last week. The publication of an elegant and sophisticated new edition of Fate meant that I had a golden opportunity to update Mindjammer and publish it as a full roleplaying game, taking full advantages of the Fate Core System‘s cutting edge innovations. Last month, we launched Mindjammer – The Roleplaying Game for pre-orders, providing customers with an immediate download of a “Thoughtcast Edition” pre-release PDF of the game, and this week we’re going to print and updating the PDF to the final production version.

So what’s Mindjammer? Put simply, it’s a game and a setting. As a game, it’s been called the “lovechild of Traveller and Eclipse Phase” – a full-featured science-fiction roleplaying game for the 21st century, featuring all the elements of “modern” science-fiction: transhumanism, hyperadvanced technologies, culture conflicts, rules for organisations, worlds, star systems, ecosystems, and alien life forms all drawing on the latest discoveries in xenoscience and astrophysics, wrapped up in an expansive and action-packed game which lets you play in any modern science-fiction genre.

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Spotlight on Interactive Fiction: More Superheroes!

Spotlight on Interactive Fiction: More Superheroes!

Cover image from Heroes Rise by Zachary Sergi; art by Jason Wiser
Cover image from Heroes Rise by Zachary Sergi; art by Jason Wiser

Last week, I talked about superhero webcomics, and there was some fun discussion in the comments about superheroes and fantasy and where those genres meet. Fritz Freiheit also pointed me in the direction of his slightly out of date “A Brief Overview of Superhero Fiction,” which means I’m going to have a bunch of novels to add to my TBR pile. But prose and comics aren’t the only homes of superheroes: there are a handful of interactive fiction games that let you become a super yourself. Lest you think I play a vast majority of my interactive fiction games from Choice of Games (disclosure: actually, that’s true, but I do try to diversify for this column), in this spotlight, we have two superhero games to compare and only one is from Choice of Games.

Heroes Rise: The Prodigy is the first Heroes Rise game by Zachary Sergei. (The second, Heroes Rise: The Hero Project, I have yet to play.) In it, you are a beginning hero, just on the verge of getting your license to be an official hero in Millennia City. You live with your grandmother, who has a Power with plants, because your superhero parents were arrested for the accidental killing (the court said “murder”) of a supervillain. Your family relationships are fraught, but you’re getting ready to take Millennia City by storm.

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Game & Comic Wrestlemania: Slammed and Rival Angels

Game & Comic Wrestlemania: Slammed and Rival Angels

Slammed art by Jason Wiser
Slammed art by Jason Wiser

There’s an odd intersection of SFF and professional wrestling fandoms. It surprised me when I first encountered it, but since then, I’ve become a devoted reader of Rival Angels, a woman’s pro wrestling comic by Alan Evans, and one of my favorite Choice of Games titles is Slammed by Paolo Chikiamco. Since neither is technically fantasy (although there’s definitely an element of the fantastic to pro wrestling), I’m stretching the inclusion criteria a bit for my spotlights by covering both of them together. If you’re not into the WWE, read on to see if you can be convinced that the best wrestlemania might not be on Pay Per View…

In Slammed, you play an up-and-coming professional wrestler, trying to make your name in the world and striving to compete for one of wrestling’s biggest titles. From the beginning, Chikiamco has the characters — and the PC — acknowledge that wrestling is scripted, and that a lot of the challenges revolve around how you choose to portray yourself to the fans. Are you going to be a face — a “kayfabe” — who’s a hero, or are you a trash-talking villain on stage (but a consummate professional in the locker room)? But while your career provides the context for the story, the real plot is about your relationship with a wrestler from your past — a college friend who once held you responsible for a tragedy that impacted her wrestling career. (Note: she was female in my game; she may be male in other playthroughs.) Now at the top of her game and a rising star in her own right, will she reach out to you as an ally? Or will you be enemies? And how much of the truth will you reveal to your fans?

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Last Minute Gift Ideas for your Game Geek or Webcomics Lover

Last Minute Gift Ideas for your Game Geek or Webcomics Lover

It is the time of year for presents. If you celebrate Hanukkah, I’m late on giving you any gift ideas, but for people rushing to get gifts for friends in the next few days, here are a few last minute gift ideas. Do you know someone who loves interactive fiction? Someone who digs webcomics? If you’re shopping for someone who would rather have a digital gift than a package to open, you might encounter some gifting hurdles — but it can be done!

Happy holidays! Play a game!
Happy holidays! Play a game!

Games

I’ve already mentioned some games I like in this column, so anything I’ve already spotlighted is something I recommend. Here are a few games I’m planning to cover in upcoming posts:

  • Today’s just released Choice of Deathless by fantasy author Max Gladstone is an awesome mix of corporate espionage and demon fighting. I got to playtest this one (disclosure: Max is in my fiction critique group, Substrate) and I’ve already played it probably five times. I can’t wait to play it again. (Max is also the author of two amazing fantasy novels, Three Parts Dead and Two Serpents Rise, which you can pick up at your local bookstore or use the expedited shipping option from your favorite online bookseller to get them in time for Christmas.
  • Choice of Ninja is exactly what you’d expect: lots of martial arts, magic, and stealth, and your choices help decide the fate of two warring shoguns. I’m still playing this one (so author Katherine Buffington may have some surprises!), but I’m really enjoying it so far.
  • I had so much fun playing a real-estate agent for a haunted house in Gavin Inglis‘s short game Eerie Estate Agent that I bought his novel Crap Ghosts. The book is downloadable without DRM via Kobo, which means if your friend is local, you can buy it and load it to your friend’s device (or send it via e-mail) rather than muck about with online gifting.
  • Failbetter Games (of Fallen London) is releasing a tie-in 2D adventure game, Sunless Sea, available now for pre-order. Best thing about this one is it comes with a “gift” option right from the order page.

Purchasing

So how do you send someone a digital game as a gift? It depends on the device, but here are a few tips:

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Spotlight on Interactive Fiction: Choice of the Dragon

Spotlight on Interactive Fiction: Choice of the Dragon

Choice of the Dragon icon, derived from a photograph under the Creative Commons. http://www.flickr.com/photos/wili/

In my first blog post, I wrote about getting hooked on web comics, but I have an older love that vies for my Internet time. I speak of interactive fiction, a type of storytelling in which I’ve indulged from childhood. I am a game writer and I also like to write about games. (Back in 2008, I wrote a long post about games and interactive storytelling for Journey to the Sea; this long interest continues to crop up in my blogging and my hobbies.)

The Internet is the perfect environment in which interactive fiction can thrive, whether it’s through forum games, freestyle shared twitter and blog communities, or games that are a little more structured. Since the user-driven games are hard to judge from outside the community, I’m interested in discussing the latter style. And the perfect place to start for that is with Choice of the Dragon, the first game put out by small game company Choice of Games. (Disclosure: I write for Choice of Games, but I played Choice of the Dragon long before I started working with them.)

Released in 2009, Choice of the Dragon was the first multiple-choice novel game I’d ever played. Reminiscent of a Choose Your Own Adventure novel, the story narrates in second person, allowing you, the reader, to become the main character. In this case, you’re a dragon.

As the story opens, a knight charges you. Do you deal with the predicament by engaging in combat, fleeing the scene, or quickly incinerating the knight with your fiery breath? The story progresses through a number of challenges, including a flashback to your hatchling days, a quest to find a proper mate, and a decision of how to deal with local humans.

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The Battle of the Three Kings, 1578, in Miniature

The Battle of the Three Kings, 1578, in Miniature

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On a recent trip to Tangier, I visited the old American Legation, now a museum. In a dusty back room, I discovered two remarkable dioramas of Moroccan battles — the Battle of the Three Kings and the Battle of Tondibi. Today I’m presenting some images of the diorama of the Battle of the Three Kings.

In 1578, the 24 year-old king of Portugal, Don Sebastian, decided to prove himself. His predecessors had lost most of the Portuguese possessions in Morocco to the Saadians, who untied the various North African tribes against them. Don Sebastian burned with desire to reconquer the region. He got his chance when a dynastic struggle led to the Sultan Abu Abdallah Mohammad II being deposed by his uncle Abd Al-Malik. Sebastian agreed to help Mohammad II regain his throne in exchange for territorial concessions. Sebastian gathered an army of 17,000 men, including Portuguese, volunteers from Castile, Flemish and German mercenaries, and Moroccans loyal to Mohammad II.

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Words Dungeons & Dragons Taught Me

Words Dungeons & Dragons Taught Me

I belong to the first generation of tabletop roleplayers. In fact, I’m probably among the youngest of that generation, since Dungeons & Dragons first started to reach popular culture when I was about seven, and my friends and I were playing it regularly by the time we were eight. We didn’t really know what we were doing—the rules for the game at the time, spread over various manuals and sets, could often be confounding to adults—but rolling the funny dice and fighting monsters was what our imaginations craved, and for us it became the equivalent of a previous generation’s “Cowboys n’ Indians.”

None of our parents understood what we were doing, and when the anti-D&D campaign hit the magazine circuit with its fundamental misunderstanding of roleplaying, we got some grief. Most older people thought that Dungeons & Dragons was a big waste of time, even if they didn’t think it was outright dangerous or unhealthy.

I don’t play Dungeons & Dragons any more. When I do play RPGs, which is rare these days, I only use Fudge, which is simply the greatest roleplaying system I’ve ever encountered . . . simple, flexible, and brings out great storytelling skills. And any game adapts to it. But I don’t regret one moment of my youth with D&D. Because I believe Dungeons & Dragons helped prepare me to become a fantasy and science-fiction reader, and eventually a writer as well.

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Kobolds Ate My Baby! Super Deluxx Edition

Kobolds Ate My Baby! Super Deluxx Edition

Kobolds Ate My Baby! Super Deluxx Edition
By Chris O’Neill and Dan Landis. Illustrated by John Kovalic. (Dork Storm Press, 2005; $14.99)

I’ve previously mentioned in a comment thread that when it comes to tabletop role-playing games, I lean toward the rules-lite side of the equation. I’d rather have a system that allows flexible play, with minimal die-rolls and looking up charts, and greater focus on the “role-playing” instead of the “game.” Given a good Game Master, rules-lite games can feel as close to realistic as any of the more simulationist systems. My favorite RPG of all time, Fudge, has managed to adapt and handle any other game system, setting, or style I’ve thrown at it. In fact, it’s almost the only system I use. Any RPG that comes out I translate into Fudge…

…with the exception of “Beer and Pretzels” RPGs, in which sheer simplicity and ludicrousness are the norm.

Most rules-lite systems are geared toward the Beer and Pretzels genre: RPGs that are played for comedy and speed and with minimum planning and plenty of bad bad bad beer. Risus is the Beer and Pretzels equivalent of Fudge, a complete generic system (six pages long!) usable for quick ‘n’ silly RPGs late at night. I might discuss Risus in another post—it’s interesting both as a rules-lite system and as a purposeful parody of all other early RPGs. Fudge also deserves a long review, because it’s so wonderful that it’s a shame it isn’t spread like a beautiful pandemic to every corner of the hobby.

But today I bring you the most popular setting-specific Beer and Pretzels game, a funny and witty spoof on the concept of “cannon fodder” in Dungeons & Dragons: Dork Storm Press’ Kobolds Ate My Baby! Super Deluxx Edition, written by Chris O’Neil and Dan Landis—and hereafter abbreviated KAMB! (The manual loves exclamation marks! With a passion! See!)

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Memories of Ultima IV

Memories of Ultima IV

If a single positive resulted from the work of that woefully misinformed but correctly acronymed organization BADD (Bothered about Dungeons & Dragons), a group that waged a crusade to stop children from jumping into the Bags of Holding that they learned to construct from an $11.99 hardcover rulebook purchased at a hobby store, it was the computer RPG Ultima IV: The Quest of the Avatar. To this day, it’s only video RPG I’ve ever loved. And I’m not the only one who got sucked into this fantasy computer game when it was first published by Origin Systems in 1985 for a variety of platforms. (This was also the year of The Bard’s Tale from Electronic Arts; a major time for computer RPGs.)

By the middle of the decade, Richard Garriott, who programs under the pseudonym “Lord British,” had completed the first three of the Ultima games, featuring standard RPG plots where heroes had to vanquish a series of Dark Lords and their descendants. He had received complaints from parents about the demonic nature of these games—and the cover of Ultima III: Exodus in particular—and certainly knew about BADD’s anti-fantasy game campaign. But Garriott did something interesting instead of shrugging off the complaints. He used them to see if he could devise a new challenge for a computer game that wouldn’t use the standard “defeat the Big Bad Guy” of fantasy RPGs. What if the players had to actually live up to the extraordinary standards of acting as great, chivalric heroes? In fact, what if that was the whole point of the game: achieve the highest level of moral heroism so the players turned into ethical cynosures for the whole world? What was called, in game terms, an “Avatar”?

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A Letter to Dave Arneson

A Letter to Dave Arneson

As Theo already posted yesterday, Dave Arneson, the co-creator of Dungeons & Dragons, and therefore one of the founders of the RPG hobby and responsible for suckering a lot of kids like me into the genre of heroic fantasy, died at age 61 on 7 April 2009 from cancer.

Gary Gygax, the man who co-wrote the original D&D, received much more fame for his work on the famous RPG, mostly because Arneson left the company in 1976. Arneson later filed a series of five lawsuits against TSR over royalties for D&D and later settled out-of-court with Gygax—but some things never quite heal.

I gained a greater respect for Arneson the more I found about his part in developing gaming theory. I also read some of Gary Gygax’s novels and thought they were terrible, which suddenly made me think much more about Arneson’s contribution to D&D.

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