Tuesday, September 11, 2012
Impressions of Playing at the World
Wednesday, April 4, 2012
Some Drunk Umber Hulk Reviews "Stonehell"
Tuesday, February 21, 2012
Stonehell Dungeon Review
In related news, I've had a few inquires regarding the state of the sequel, with some folks (justifiably so) pondering whether it will remain RPG vapor-ware. I addressed those concerns over on Dragonsfoot, but will reprint my response here:
Hello, all. I just wanted to chime in RE: Stonehell Dungeon and clear up any misconceptions. The second book detailing levels 6-10 is most certainly in the works and will see print. I intended to have it out long before now, but I've been swamped doing design work for other publishers, and since Stonehell is the only deadline that I have any say over, it's been the casualty of overwork for others. Rest assured, the dungeon will be completed as I too dislike to leave anything unfinished--especially when I know people have been clamoring for the rest of the megadungeon.
I'm on a schedule where I try to complete writing one quadrant of the dungeon each week. Sometimes I hit that mark, sometimes I don't, but slow progress is better then no progress at all. I did hit the wall a while back, and I had to go back and completely redo a section of the dungeon that was causing problems and bottlenecking the rest of the design process. I can safely say that that issue has been corrected and I'm back on track. I'll be bringing Stonehell with me to GaryCon IV and if you catch me when I'm not playing someone else's game, I'll run it with whoever want to explore the ancient prison. Player's choice whether you want to visit the old levels or the new ones.
My goal is to have the book released before the year's over. I want it done and gone probably even more so than you fine folks, but I have to temper the desire to slap the rest of the dungeon together with my commitment to giving you a book that equals if not exceeds its predecessor. I hope you can understand this and forgive me the delay.
Thanks to all of you've who've purchased, played, and spread the word about Stonehell over the last two years. I'm very appreciative of the love and support my little monster of a dungeon has received from all the old school crowd (and a few new school folks as well).
Saturday, February 18, 2012
Hitchhiking through Lovecraft Country: Innsmouth
Monday, January 16, 2012
Astropia
Thursday, December 15, 2011
An Open Letter to Paizo
Sunday, October 2, 2011
New Realms of Crawling Chaos Review
A new review of Realms of Crawling Chaos is up over at Reviews from R'lyeh. Swing on by and give it a read if you've been wondering if this might be the book to spice up your old school D&D game.
Wednesday, August 17, 2011
Wednesday, August 10, 2011
The Secret Fire is Burning Down Tenkar’s Tavern

Obviously, the biggest change was the fact that it got a new title: The Secret Fire. It also seems that some folks have been coming out of the woodwork to praise George Strayton’s creation. As I said after the playtest, the game incorporates elements from all the editions, utilizing them and improving on some of them to very good effect. I’ve not had a chance to read the released version of the game yet (ahem), but from what Tenkar’s been reporting, it sounds like the playtest was very indicative of the final result.
There are some interesting game mechanics in The Secret Fire and even if the game turns out not be the one you going to be playing, those on the lookout for different options and unconventional designs will want to take a look at the game. But don’t take my word for it: Keep reading Tenkar’s coverage and make up your own minds.
Wednesday, February 2, 2011
Radioactive Theatre: Cherry 2000
Cast: David Andrews (Sam Treadwell), Melanie Griffith (E. Johnson), Tim Thomerson (Lester), Pamela Gidley (Cherry 2000)
Setting: 2017. A time when humanity has apparently become stupid and has forgotten how to manufacture certain high-tech equipment.
Violent Mutants Present: No
Plot: When Sam Treadwell’s robotic wife short-circuits, he journeys to lawless Zone Seven in search of the Robotic Graveyard. Assisted by a rough wasteland tracker, he seeks to find a new body for his beloved sex-toy, but a bandit leader has other plans for Cherry 2000’s personality chip.
Rating: 2 Nukes
With a title that sounds like a soft-core porn film, you can hardly watch Cherry 2000 expecting a great film. I first saw this film on Cinemax during my post-adolescent years and remembered it as being a somewhat entertaining film. Then again, I thought Hell Come to Frogtown was pretty good when I saw it in college (Warning: Watching certain films under chemical enhancement can color you perceptions of reality).
The film can be fun, especially if you go into it with no expectations (a trend which Hollywood seems to encourage). It’s hardly Mad Max, but keep an eye open for some familiar faces and learn to roll with the ridiculous.
The plot involves uptight, mid-management stooge Sam Treadwell (David Andrews), a man who loses his wife/sex-toy Cherry 2000 (Pamela Gidley) to an electrical accident involving a wet kitchen floor and some over-active hormones. When he learns he cannot get a new body to reinstall Cherry’s personality chip and “resurrect” his beloved robot, he journeys to the lawless zones in search of a replacement. Along the way, he teams up with a hard-as-nails tracker named E. Johnson (Melanie Griffith) and runs afoul of a wasteland despot named Lester (Tim Thomerson). I won’t ruin the ending, but I’m sure you can figure it out on your own.
If there’s any reason to rent this film, it’s Tim Thomerson. Many folks will recognize Thomerson from the Trancers series, Dollman, and about a hundred other B-movies. Thomerson can be hysterical as Lester. He rules his band of wasteland outlaws as a cross between a maniacal despot and a 1960’s sit-com dad. Dressed in a Hawaiian shirt and white fedora, Lester entertains his troops and unwitting guests in a potluck barbecue setting. His hideout looks like post-apocalyptic swingers' resort. Thomerson is just too much fun to watch.
Griffith, while being baby-doll cute, is just not believable as the hardened wasteland tracker. Her breathy, little girl voice counteracts any of her attempts to get the audience to accept her as a tough and rowdy desert rat. Andrews’ role as Treadwell almost makes you think that the movie might have been better if another actor played the lovesick corporate pawn. Maybe Steve Guttenberg, perhaps? Two other actors in this film deserve brief recognition. The first is Brion James (Bladerunner, Steel Dawn) as another tracker who Treadwell attempts to recruit. James is always fun to watch. If I were ever going to make a movie involving wrestling, James would be on my A-list to play the film’s heavy. The second actor is…Lawrence Fishburne. Yes, Cherry 2000 is pre-Othello. Keep an eye out for Fishburne’s brief appearance. First one to spot him is Lord of the Wasteland for the night.
Cherry 2000 Pros:
1) E. Johnson’s Ford. They don’t make cars like that anymore. Even if you’re not a gear-head, you’ll still want one for yourself.
2) Tim Thomerson. Tim Thomerson. Tim Thomerson.
Cons:
1) As Joe Bob Briggs would say, “Gratuitous Rocket Launcher Fu”. Not only does every other bandit seem to have one, but they all went to the Imperial Stormtrooper Training Academy and Firing Range to learn how to aim them.
2) The dramatic crossing the river scene. We’re supposed to believe that she does this EVERY time she wants to cross the friggin’ river?
Thursday, January 27, 2011
Review of Realms of Crawling Chaos
… co-written by one of the better (if not best) current workhorses of classic-play D&D, Michael Curtis.I think that’s the first time I’ve ever been called a “workhorse.” “Clotheshorse” and “horse’s ass,” yes, but not “workhorse.” And to think that I was just chastising myself for slacking lately…
Check out the review and then go get the book.
Thursday, January 6, 2011
Modern Map Suggestions?
Strangely enough, when it comes to modern setting games, my biggest hang-up is mapping. My modern games are more character-driven than location-based, and I’d prefer to spend time diagramming the relationships between various factions and individuals instead of detailing the office that the players operate out of. When such detail is needed, I can always draw upon real-life experience if necessary, quickly sketching out an old work place or what have you to use in a pinch.
The problem with that, however, is that, after a time, all the offices start looking the same, the churches have the same layout, and even the corner store get repetitive. So to combat this, I’m looking for suggestions on gaming resources filled with modern location maps. I see that there are a few such things on rpgnow.com, but the reviews on them are not great. Does anyone have something they can recommend based on actual use?
My only requirement is that it has to be either a PDF (I’m not buying actual books this year) or a web resource. It should also have the widest range of locations possible from the mundane (convenience store) to the uncommon (funeral parlor). I don’t need them to be usable with miniatures, but being able to print them out and keep on hand for the next time the PCs chase the bad guy into a construction site would be a bonus. Cheap or free is always appreciated too.
Any suggestions?
Tuesday, November 30, 2010
Buried Secrets Review
Check it out for yourself here.
Tuesday, October 26, 2010
D&D Gamma World: The Final Analysis
Back in college, some friends and I would take the occasional trip to the Poughkeepsie Galleria mall to visit whichever big toy store was located there. We’d peruse the discount board games’ bin and come home with a cheap game, usually one with a sci-fi or fantasy vibe, to play on those nights when” beer & pretzels” fun was desired. One of the titles we brought home was Dragonstrike.
Some of my readers might recall that game as one of TSR’s many attempts to introduce people to the concept of roleplaying games and thus increase their potential customer base. It’s mostly memorable for the 30-minute introductory video that featured cutting edge CGI and green screen footage. Well, cutting edge for 1993 anyway. The game used an extremely simplified version of the basic D&D rules and included plastic miniature pieces to be moved around one of the two double-sided playing boards. The game came with several prewritten scenarios that required one player to become the “Dragon Master” and run the other players through them. If you’ve ever played HeroQuest, you’ve got the idea of what Dragonstrike was.
Since all of us in that group of friends had at least some roleplaying experience, we bought Dragonstrike with the intention of mocking it fiercely and approached the game as if we had never seen an RPG before. After watching the instructional video (and opening a few beers), we set up the game as instructed, even quoting a few of the choice lines from the video, and sat down to play. And even though we intended to be purely ironical in our playing of the game, we discovered it was a lot of fun.
Dragonstrike wasn’t a roleplaying game, mind you, but it did help scratch that RPG itch without the need to setup a campaign, build a dungeon, and generate characters. We even managed to get a little roleplaying in, but that was more a result of who was playing rather than what we were playing. In time, we came up with a few house rules that allowed the playing pieces to advance in power and retain items from previous scenarios. In the end, we played the hell out of Dragonstrike for a few weeks before moving on to other things. I still have the game in storage somewhere and wouldn’t be adverse to using it as an introduction to roleplaying (although I’d more likely just start with the actual beast).
Looking back on our experience with Dragonstrike, several things become clear. Was it a roleplaying game? No, but some of the mechanics were the same. Would I ever try and use the game to run an ongoing campaign? Not on your life. I suppose I could, but I’d have to make a slew of house rules that went beyond the intent of the game because it simply isn’t designed for that purpose. Was it fun? Oh most certainly, although we didn’t expect it to be when we first sat down to play. As the most keen-witted of you has undoubtedly guessed by now, the reason I mention this anecdote is because, for me, D&D Gamma World was the same experience as Dragonstrike—which might have been exactly what WotC was intending.
Although I went into D&D Gamma World as open-minded as possible, I nevertheless expected to be disappointed if not outright angry with the game. Gamma World was the second RPG I ever owned and is a dearly loved favorite. After what I construed as them pissing in my favorite fantasy swimming hole, I expected WotC to do the same with Gamma World. But an unexpected mixture of elements would prove me wrong and I’m not adverse to admitting when I’ve made a mistake.
As I read the rulebook to D&D Gamma World, I found the game growing on me a little. This was largely due to the previously mentioned old school sensibilities that this version has: the random character generation, the lethality, and the gonzo “anything’s possible” default setting did a lot to soften me up. The 4th edition rules engine, however, did its best to erode this burgeoning good will towards the game and it wasn’t until I stopped looking at D&D Gamma World as a RPG but as a board game with RPG elements that I stopped worrying and started loving the bomb again. Because, as far as I’m concerned, that is what D&D Gamma World is.
The whole “4th edition is nothing but a skirmish miniatures game” has been argued back and forth in many places and mediums, and after finally being exposed to it in detail, I’m apt to agree. Yet you have to admit that by the modern definition of a roleplaying game, neither D&D or D&D Gamma World can be accused of false advertising. RPGs, thanks to computer gaming, are games where a player creates an avatar that he maneuvers through an imaginary world in order to complete quests, collecting treasure and items, and advance in power. WotC’s “pen-and-paper” (and increasingly “and-computer”) versions meet this definition on all counts. So we can indeed consider it a roleplaying game even if most of my readers wouldn’t call it that. Having that mindset in place allowed me to look past my initial distaste for the 4th edition engine and evaluate the game as to whether it accomplished what it set out to do—and I think it does.
I speculate that WotC is trying to grow its customer base in two ways: 1) by attracting lapsed gamers back into the fold (the D&D Starter Set and Essentials line seems geared specifically towards that end), and 2) produce products that appeal to casual gamers, the kind who might be interested in playing short sessions that were heavy on immediate fun with minimal investment of time and energy. D&D Gamma World and the D&D Encounters program appear to be targeting those types of players. You can show up at your local game store with character in hand, play for an hour or three, get some loot and go home. If you want, you can come back next week and do it again.
D&D Gamma World is clearly intended to be played this way, and since it is successful in this endeavor, I can’t fault it for it. The rules all but ensure that the emphasis of the game is on the encounter happening right now and not the long-term. Despite brief attempts to reassure the player and game master that it’s important to think about the character’s personality and to build adventures that include lots of skill checks, role-playing, and problem solving, it’s obvious that these are tertiary concerns at best. Why worry about such ephemeral matters when there are mutants to burn with your laser beam eyes?!
Despite being intended for that style of play, it is not impossible to use the game in a more traditional manner. Unfortunately, it was my impression that to do so would require the judicious use of house rules. From the comments left on my previous posts and on other venues, I see that some people are already planning on implementing wide-reaching changes in the way that mutations, tech, and other aspects of the game are handled. This leads me to conclude that I’m not alone in this impression. But again, one can’t blame the game because this was not what it was designed for.
The game successfully serves as an introduction to 4th edition game mechanics, one that’s both brief and clear. Having never played 4th edition before, after reading the rulebook I was able to run Sunday’s session in a confident manner. I did have to have two of my more experienced 4th edition players clarify a rule or two, but these clarifications matched what I expected the rules’ intentions to be. If need be, I could sit down and play in a 4th edition game without concern…and that’s something that I never expected I’d be able to say. I even made my own house rule for 4th edition, which confirms my suspicion that I just can’t leave well enough alone when it comes to rules.
The result of all this is that I did indeed have a good time playing D&D Gamma World. That enjoyment was the same kind I experienced with Dragonstrike. It was an entertaining, low-investment of time and energy way to scratch the post-apocalyptic roleplaying itch. Would I play it again? Yes, I would, but again with the goal of having a good time without the need to look beyond the fight of the moment. Would I use it to run a campaign? No, not at all. The need to house rule, the overlong combats, and the built-in reliance on additional material for expansion makes it unsuitable for my needs.
In the end, D&D Gamma World is a complete success for what it intends to do. Whether its intentions and your own are compatible will ultimately determine what your own impression of the game is.
That’s it for the D&D Gamma World here at the SoTPR. We will soon be returning you to your regular blog programming. But first, a few last minute bullet points that came up during the game session on Sunday:
* WotC made a huge mistake when designing the Alpha Mutation and Omega Tech cards: they have the same backing, making it impossible to tell at a glance which pile is which. It’s also very easy for one type of card to get mixed in with the others. A seemingly minor quibble, but this was an issue at least twice during the hour-long session of play.
* Lest anyone think I’m fully in the 4th edition camp now, to paraphrase Spider Robinson, “If you can’t have fun with D&D Gamma World, it’s your own damn fault.” The entertainment value of Sunday’s game came just as much from the PCs as it did the rules as written. If the idea of a giant mutated saguaro cactus in a cowboy outfit, a mutant Joan Crawford, a swarm of flaming kittens, and a giant gravity controller swinging a dead midget on a chain as a weapon doesn’t make you grin, I can’t help you.
* Although the mechanics of 4th edition lays out everything you need to know in order to run an encounter, they also don’t lend themselves to making “legal” encounters of your own without the more detailed rulebooks. I tried to reverse engineer some of the mutants in D&D Gamma World to find out why the stats were what they were without success. I suspect things are much clearer in the D&D rule hardbacks.
* Speaking of mechanics, my players were able to confirm that the rules are a bit lighter than normal and some changes have been made to the core rules. The one that caused the biggest reaction was that second-wind now recovers half your total hit points and costs a minor action to perform.
* Although I don’t think it’s on the agenda, I wouldn’t mind seeing a line of pre-painted plastic miniatures for D&D Gamma World. Having a low cost and ready-to-use selection of 28mm minis would be a boon both to my own planned Gamma World campaign and for gonzo referees looking to add weird new critters to their D&D or retroclone campaigns.
* In retrospect, I think I’m growing more tolerant of other editions of my favorite games. I’ve found my preferred versions and am happily playing them with likeminded people. As such, I’m more willing to try new things because I know that, should I not find them to my liking, they’re not the (literally) only game in town.
Thursday, September 23, 2010
Countdown to Armageddon: 3rd Edition Gamma World

Having decided to run 2nd edition Gamma World next year with some additional bits and pieces bolted to the rule framework, it’s now a matter of going back and re-examining the editions that didn’t make the cut to see what there is to steal from them. In that vein, I sat down to reread the various books included in the 3rd edition Gamma World set published in 1986.
Wow. Who thought this was a good idea?
I had forgotten many of the particulars of 3rd edition despite knowing for a fact that I both played and ran 3rd edition games back in the ‘80s. I fondly remember playing a mutant spider named Boris in several of them. What I cannot remember, however, is how we ever managed to use the rules as written. Re-reading them again, I can’t fathom how this was ever sold as the future of role-playing gaming.
Lest you think I’m coming down on the game solely for its use of the Action Table (abbreviated ACT), one of those multi-colored monstrosities that used a d% roll compared to various sized color bars to determine not only if you succeeded in your action but also the level of your success, let me state that I used a similar table back in those dim-remembered days for Marvel Super Heroes. From what I remember (and that could be the root of my problem), the MSH chart wasn’t as convoluted as the ACT table and modifiers from 3rd edition Gamma World.
I suspect my ever-growing fondness for simplified game rules may also color my reaction, but, even with many years role-playing experience under my belt, being subjected rules that could have one making a roll with a +2 CS and a RF of -1, and needing to meet a DF of yellow or better just seems to be sadistic! My eyes began to tear and a slight whimper escaped my lips as I pined sadly for a “+1 to hit” modifier. I suspect that many of the TSR titles from the mid-to-late ‘80s failed to seduce the number of neonate role-players that their earlier and later relatives did.
Despite my personal belief that the ACT table and its modifiers are overly convoluted for my own sensitive palate, I can see the point: Rather than generating a binary succeed/fail result for a character’s actions, the color table accommodated a broader range of possibilities and therefore facilitated more exacting and realistic game play. But that doesn’t answer the question of who the hell thought a game that featured mutated rabbits that can turn metal into rubber with a touch needed realistic game adjudication!
My friends, one will never see a collection of more exacting rules compiled in a TSR title than in 3rd edition Gamma World. The rule book contains five pages of 9-point font in dual columns dedicated to 76 forms of damage, special effects, and attacks. Covering every possible scenario from alcohol poisoning to weakness, the section actually features the advice, “You need not read this entire section.” However, if you choose to, like I foolishly did, you’ll find yourself slipping into a coma around the entry for “Steam” (yes, there is an entire paragraph covering how to apply damage inflicted by steam). Luckily, comas are also covered in the rules.
Alright, I see your point. It was a different time. Regan was in the White House, Gordon Gekko was telling us “Greed is good,” and more was better. I’ll accept that and let’s just play.
What you mean we’re waiting for the Rules Supplement?
It seems that in their eagerness to cover “sunburn,” TSR either forgot to include or edited out but failed to remove references to some rather useful material (They claim the later. I remain unconvinced). Things like how to create a certain type of mutated plant or the descriptions of 42 plant mutations. It also left out information on all the Cryptic Alliances. Imagine that: Gamma World without Cryptic Alliances. Equipment price lists and descriptions also failed to make it into the box, as did some robots.
This missing data was all compiled in a separate booklet called the "Rules Supplement." I think if you were one of the initial buyers of 3rd edition Gamma World, you actually had to send an S.A.S.E. to Lake Geneva and request one of these from Customer Service. It was so long ago that I can’t remember how I got mine, but I know it wasn’t in the box set I bought.
Most disconcerting though is that the 3rd edition was written with a default victory condition, something that had never appeared in Gamma World before (or since as far as I know). From the intro fiction of the rule book: “We have a second chance to rebuild, to restore the old glory, and to prove ourselves worthy of our heritage. For only then will we at last escape the wilderness and be welcomed back into the Cities of Man!” This follows the mentioning of Man’s travel to the stars and the fact that, after the apocalypse, the survivors cried out to the heavens but were unheeded by their star-faring brethren. In another part of the introduction, it is stated that, “For somewhere, out there in the Great Void, await the brothers of this world. If only the intelligent races can mature from their barbarism, and escape the wilderness, then they may at last be welcomed into those lost Worlds of Man.”
If I am correct, the line of modules produced to accompany the 3rd edition documented a long series of quests that was intended to end in the PCs either finding or building a starship, and thereby “winning” the game of Gamma World according to its stated victory condition above. Now, if this was the way you wanted to run your Gamma World game, I’m supportive. Having it as a built-in goal, however, especially one that flies against most every assumption I have about Gamma World, doesn’t sit right with me. It’s almost as if Jim Ward was purposely trying to come full circle and have the journey that started on a spaceship in Metamorphosis Alpha come full circle and end with a return to space from Gamma World. That 3rd edition also purposely and specifically makes the highest level of technology products of an alien race also rubs me the wrong way. No offense, Mr. Ward. I’m a big fan, but this version just wasn’t to my taste. I assume you had to adhere to certain marching orders from the powers that were.
So is there anything you do like, Mike? Yes. Yes, there is and I will be stealing all of it.
Mutant plants as PCs were introduced in 3rd edition and will be appearing in my game, especially the idea that some mutant plants (grasses, fungi, and mosses) can’t get around on their own and are symbiotic parasites that are attached to an animal servant. Imagine having to go talk to the giant mutant eagle to learn something, only to discover that you really need to talk to the mutant fungus that grows under its feathers. There’s also a cool little rule that gives all mutant plants the possibility of re-sprouting from their roots in the case of their death, making them return to play at (effectively) 1st level and down a point in all attributes.
A few new robots are introduced and I’ll be converting them, as I will be doing with a few new mutations. Also, a handy list of barter and trade goods are provided in the above mentioned "Rules Supplement" and that will be useful. I’m also going to use the third form of currency mentioned in 3rd edition (the all-mighty “dahler”) and—possibly—utilize a modified talent system to give starting characters a minor bonus in some area much as I do in Labyrinth Lord with my quirk and dirty quirks and qualities chart. There are a few minor rules tweaks and suggestions as well that bear further study.
Even if I can’t recommend 3rd edition as the version of Gamma World you simply must play, I can still get a little use out of it by picking its bones before I bury it for good. Next up on the examination table: 4th edition. Look for that autopsy in the weeks to come.
Saturday, July 31, 2010
Thursday, June 10, 2010
Kingmakers I Have Known

Last weekend, I got the opportunity to flip through the first installment of Paizo’s latest Adventure Path series, Kingmaker: Stolen Land. After reading the introduction, background, and the initial encounter, and then flipping through the rest of the book and reading the enclosed short story, I put the book down with the intention of never picking it up again—which, in this case, is the highest praise I can give it.
Simply stated, that brief exposure was enough to make me want to play this one through, and that’s quite a feat (no pun intended) since I’ve no desire to go back to the morass of rules which is 3.5 (or 3.75 or Pathfinder or whatever the kids are calling it this year). In the hands of a decent referee, one who knew a little bit about what a sandbox was and how it differed from the traditional Adventure Path, this one could be a blast. Hell, I’d even be willing to take the role of party leader if I played this one. For those who know me and my general dislike to be the guy in charge, that admission alone indicates how impressed I was with the book.
Of course, since I didn’t read the whole thing, I can’t make a hearty recommendation to others, and I might be completely disappointed by the path in actual play. I’ve been intrigued by some of the Paizo-produced Adventure Paths during their run with Dungeon, but the dew came off the rose quickly after the initial two or three adventures. Once they got out of the sweet spot of mid-level (and I mean old school mid-level, 5th-7th), I wasn’t so charmed anymore. This could be the case with the Kingmaker path, too. However, I'd be willing to give them the benefit of the doubt and let them prove they can really do an old school sandbox with new school rules. If your planning on running this series and need an old school player to roll up a fighter, I'll sit down at your table and gleefully take part.
Now, the whole time I was reading the book, I kept feeling something plucking at a mostly forgotten chord in my memory. Kingmaker? Why is that so familiar? I must have had some association with that in my past. Then it dawned on me: Kingmaker was the name of a wargame that I used to play way back when.

I’ve been trying to remember the title of that game for several months now. I thought it was called “War of the Roses” or some other derivative thereof, but, with my memory refreshed, I checked out BoardGameGeek and, once I saw those event cards, countless lazy summer afternoons came crashing back.
I couldn’t have been more than 12 (the minimum age recommended for the game) when I was introduced to it at my friend Greg’s house. I suspect it might have originally been intended for his Dad, but we kids co-opted it right quick. I can’t remember a single rule of the game, but the heraldry detailed in the game remains crystal clear. I think it’s time to see if I can track down a copy of the edition we used to play and put it on my tiny wargame shelf next to Outdoor Survival.
So that’s Gregg Press editions of the Fafhrd and Mouser books and a used copy of the 1976 Avalon Hill bookcase version of Kingmaker in case anyone’s wondering what to get me this year as a present. Just in case you were stumped for gift suggestions.
Monday, March 8, 2010
A Peek Inside the Dungeon Alphabet
Then go kick yourself for not buying a PDF copy during GM's Day.