Showing posts with label reviews. Show all posts
Showing posts with label reviews. Show all posts

Tuesday, September 11, 2012

Impressions of Playing at the World

Allow me to preface this post by stating that I’m neither a professional reviewer nor an obsessive scholar into the history of our favorite pastime and, as such, this review of Jon Peterson’s Playing at the World might contain errors easily avoided by those who are. Nevertheless, Peterson was kind enough to provide me with a review copy of his enormous text and I’m extremely thankful to have been given the opportunity to read the book and post my impressions of it here.

For those readers who haven’t heard of the book via other venues, allow me to introduce the book to you. Playing at the World is a scholarly text that traces the origins of role-playing, specifically that of Dungeon & Dragons. In varying detail, everything from the games of chance of antiquity up to early computer role-playing games is given consideration, but the primary emphasis of the book is the history of wargaming in its many forms, culminating in the development, release, and response to Dungeons & Dragons. Playing at the World runs nearly 700 pages in length, including an extensive bibliography and index, bears copious footnotes, and features many photographs and illustrations, some of which have never before been seen by the general gaming public. It is available through Amazon for $34.95 for the printed version and at $17.99 in the Kindle format.

While attempts have been made to chronicle the history of role-playing in the past with various degrees of success, Playing at the World stands out amongst earlier efforts in its dedicated research of the written historical record. Peterson states quite boldly in the Introduction that he concentrated his research on contemporary written sources produced during the time periods covered by the book rather than later interviews with the principles from those periods. For myself, this is the book’s strength. As an archivist, I know all too well the perils of relying on recollections of witnesses long after events have occurred. Human memory becomes untrustworthy with time and is susceptible to outside influences that can distort the remembrance of events as they actually occurred.

I consider this decision to be the correct one when penning a book like Playing at the World, but I know others will be less satisfied with Peterson’s choice. Readers looking for juicy gossips and tales told out of school by the principles (and about other principles) of the game’s development will be disappointed. Many of the so-called great mysteries regarding the early days of the game’s development remain unsolved simply because nobody commented on them in a public forum during that time, leaving no written references to draw from (which is also why they remain the great mysteries of old).

So if not a tell-all book, what is Playing at the World? Essentially, Peterson proposes a very persuasive argument that Dungeons & Dragons is not the product of a few isolated developments in America’s Mid-West during the 1960s & ‘70s, but rather a culmination of a multitude of influences extending back to at least the 18th century. These influence happened to come together in a perfect storm roughly forty years ago, but the creation of the game and role-playing as a whole does not rest solely in the hands of Gygax and Arneson. Peterson also does an exception job of arguing that, despite the prior existence of many of the elements that helped birth D&D, the game could not have come into being at an earlier time than it did. For myself, it’s this second argument that raises the book above other attempts to document the game’s history.

Playing at the World begins with a rather forthright examination of the history of role-playing in contemporary times, beginning with the development of Avalon Hill’s Tactics game in 1954 and ending with the release of D&D in 1974. Peterson covers the wargaming culture that existed in America during this period, drawing on the many fanzines and professional publications produced then to document the attitudes, feuds, games, and play styles of the period, as well as the prominent wargame groups and societies that helped influence and fuel the development of D&D.

Once 1974 arrives, however, Peterson pauses this contemporary examination and takes the reader on a backwards jaunt through time. While this jump is bound to frustrate the casual gamer looking to read about the history of D&D, and by extension TSR Hobbies, it’s an important one for more serious scholars—both those reading the book now and for future researchers examining the history of the hobby.

Over the next three chapters, Playing at the World reviews the history of fantasy literature and the role it plays in the default setting of D&D, the lineage of wargames in history and how their systems for the recreation and resolution of real events were considered, discarded, or adopted into the mechanics of the game, and, lastly, the evolution of role-playing as a learning tool and entertainment outlet, and why this is important in D&D’s leap from being just another wargame into something entirely different.

Although the book’s middle three chapters will be slow-going for some, I consider them the most important ones in the text. Peterson does a superb job of establishing the social and political context in which role-playing developed, something that is often overlooked by other attempts to document the history of the game. In the future, when scholars find themselves even further removed from the cultural atmosphere of the middle to late 20th century, it will be all too easy to miss the impact these elements played on society at large and the game in particular. Playing at the World’s chapters—especially its coverage of fantasy literature boom of the 1960s and the insular and argumentative science-fiction fan organizations of this period—will serve as an important reminder of those influences.

Having documented this important ground, Peterson then picks up the story of D&D once again and the role-playing titles that followed in its wake, culminating the book with an examination of the early efforts to take RPGs into the digital world.

Considering Peterson’s decision to cite the written historical record in his research and the sources he cites in the bibliography, I find that I simply cannot fathom the cost in both time and money he must have accrued in writing the book. Allowing that the written record of this period rests largely in small, amateur-produced fanzines and newsletters, many of which with near microscopic print runs, Peterson nevertheless ran many of them to ground in his research. Luckily for us, the reader, Playing at the World not only gives us a glimpse into the contents of some of these rarities, but Peterson also maintains a blog where he posts images culled from his sources.

In the interest of fairness, I did come across two minor errors in Peterson’s research, but both were inconsequential to the argument he proposes and small faults are a given in a book of this length.

While I believe that we’ve yet to see the definitive book on the history of role-playing (and concede that it’s likely we never will), Playing at the World comes very near to being that book and will undoubtedly serve as an important cornerstone for future attempts to document the story of Dungeon & Dragons. I unhesitatingly recommend the book to any gamer with a devoted interest in the history of wargames and role-playing games, but would dissuade casual readers—especially those lacking any exposure with the hobby at all—from choosing Playing at the World as an introduction into the sometime bizarre and incomprehensible pastime of ours. 

Wednesday, April 4, 2012

Some Drunk Umber Hulk Reviews "Stonehell"

It's been a mixture of chaos and joy the past few weeks and I'm only now getting myself sorted out. Posting is likely to be light in the coming weeks as I have some big projects to attend to. In the meanwhile, please enjoy this review of Stonehell Dungeon over at The Drunk Umber Hulk. We'll return to normal posting soon.

Tuesday, February 21, 2012

Stonehell Dungeon Review

Those of you who are still on the fence about adding Stonehell Dungeon: Down Night-Haunted Halls to your RPG collection may wish to venture over to TenFootPole.org. Bryce Lynch serves up a flattering review of the book as part of his ongoing series of OSR evaluations.

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

A long time ago, I started to reread the various Chaosium supplements dedicated to what Keith Herber christened “Lovecraft Country”—that area around northeastern Massachusetts that served as home for many of Lovecraft’s tales. Chaosium produced several supplements covering this area and I wanted to revisit them as an excuse to immerse myself in something other than dank dungeons and pointy-eared elves. The first revisit/review, H.P.Lovecraft’s Kingsport, covered the dual-stat supplement dedicated to the home of the Strange High House in the Mist and The Festival. Now, at long last, we move up the coast to visit decayed Innsmouth, a town that squats along the shore like a bloated toad seething with evil.

The Call of Cthulhu supplement Escape from Innsmouth was published in 1992 and is the fourth Lovecraft Country book produced for the game. Written largely by Kevin A. Ross with supplemental material by Keith Herber, Fred Behrendt, Scott Aniolowski, Mike Szymanski, Mark Morrison, Penelope Love, John Tynes, and Richard Watts, Escape from Innsmouth provides setting information for Keepers looking to introduce that sinister town into their campaign. Fittingly enough, it is a hybrid book with the first half serving to describe Innsmouth like H.P. Lovecraft’s Kingsport, Arkham Unveiled, and Return to Dunwich do, and the second half acting as a short campaign centered around the town. Escape from Innsmouth saw two editions (1992 and 1997), but never received the “dual system” treatment that was extended to Arkham, Dunwich, and Kingsport. Both editions are expensive on the secondhand market, with prices in the $75 to $100+ range being common. This article is based on the first edition of the book.

I must write that I approached with book with trepidation. The Shadow over Innsmouth is one of my favorite Lovecraft tales and I find the concepts and themes explored in the story both alluring and repulsive. Yet the power of the story is in its mystery and I had two concerns for the supplement: How would the town stand up to the harsh scrutiny a detailed supplement would put it under and could it retain its secrets when it was likely that the players themselves knew what went on in the shadows of Innsmouth? I had my suspicions that it would fail on both these accounts. But let’s see for ourselves, shall we?

Escape from Innsmouth is divided into several chapters:  Introduction, Mysterious Innsmouth, Welcome to Innsmouth, The Shadow over Innsmouth, A Guidebook to Innsmouth & Environs, Escape from Innsmouth, Raid on Innsmouth, Keeper’s Aids, Supporting Character Sheets, and Sinister Seeds.

The Introduction is but a single page, serving to inform the reader that the book is but one of several featured in the Lovecraft Country series, and that it takes much of its content from Lovecraft’s tale, The Shadow over Innsmouth, and the stories of August Derleth, with Ross adding his own creations to the mix. The introductory section also establishes the book’s place in the canonical Innsmouth timeline (after the events of The Shadow over Innsmouth but before the government raid on the town), with suggestions on how to use the included scenarios in conjunction with the rest of book to create a mini-campaign arc between those two events. Lastly, the author thanks various people for their contributions to the project.

Mysterious Innsmouth is dedicated to the history of the coastal town, presenting the reader with both the known history—what the general population knows about Innsmouth—as well as the secret history of the town. As always with CoC, the secret history is far more interesting, but there is little here that will surprise anyone who has read Lovecraft’s tale. A chronology of important events organized by year is also included for quick reference, as is a sidebar that introduces the Innsmouth Lore skill and twenty-five rumors (both true and false) about the town.

Welcome to Innsmouth is a mere two and a quarter pages, one of which is dedicated to new magic spells for the Call of Cthulhu. The rest of the chapter details getting to Innsmouth, surrounding towns, climate, town government, and crime and punishment. Although this information is standard for Lovecraft Country releases, I can’t say that I found this to be especially pertinent information for running an Innsmouth campaign. The book seems to be in agreement—the crime and punishment section could be summed up as “outsiders will be eaten if they attract attention to themselves.” Innsmouth is not the place for bureaucratic maneuvering or court room drama scenarios. The page on new spells, however, adds a lot to scenarios set in and about Innsmouth. That’s one of the aspects of Call of Cthulhu that I’ve always enjoyed: it’s not afraid to introduce new magic as background color, not mystic power. Why else would the spell “Lobster Charm” (which summons normal lobsters to nearby waters) be included in a game book?

The Shadow over Innsmouth covers the important Mythos topics needed to be known in order to properly use the setting. The Innsmouth look, the Esoteric Order of Dagon, an (ahem) in-depth look at Deep Ones and their society, and the effects of the Elder Sign on Deep Ones and Innsmouth hybrids are detailed. A short sidebar provides the reader with the Three Oaths of Dagon, which adherents to the Esoteric Order must recite as they are initiated into the different ranks of the religion, and a full-page sidebar lists for the Keeper additional sources of Innsmouth lore that the investigators might pursue. The archivist in me always enjoys such sidebars such as this one, which demonstrates that the best information can only be found in mildewed cellars, dusty display cases, padded cells, or over tea with little old ladies.

We now reach the chapter that makes up the lion’s share of the book: A Guidebook to Innsmouth & Environs. As Chaosium has done with previous Lovecraft Country supplements, this guidebook breaks Innsmouth down into neighborhoods and provides the Keeper with short descriptions of the major place of interest and people of note. Game stats, adventure ideas, and maps are all provided.

The Guidebook is what every fan is waiting to see. As The Shadow over Innsmouth was written from an outsider’s point of view, the reader never knows for certain what’s going on behind those shuttered windows and closed doors in Innsmouth and here Ross has the opportunity to inform him. Unfortunately, the results are neither surprising or particularly inspired. To be fair, however, given the subject of the supplement, he can’t stray too far afield for fear of upsetting the expectations of the audience. We get the expected Deep One hybrids shut away in attics and basements, the malicious Marsh clan, crumbling factories containing secrets, the Gilman House Hotel, and Joe Sargent’s bus. The occupants of Innsmouth are largely dangerous with a few rare allies for the investigators to befriend.

I’m not sure what I was expecting, but I was hoping for more here. There are a few dim lights amidst the shadows, notably the U.S. Treasury agent operating undercover within Innsmouth and the soon-to-be magical feud between the Marshs and another scion of old Innsmouth, but I can’t say I found much else that had me enthused. Compared to Return to Dunwich (which I’ll cover one day), Innsmouth’s inhabitants and (other) secrets didn’t do much to fan my creative fires.

This is unfortunate. As I mentioned above, most players will encounter Innsmouth the game setting long after they encounter Innsmouth the story and thus the catfish is out of the proverbial bag long before they set foot inside the town limits. They know the source of Innsmouth’s evil, and although there is some enjoyment to be had blundering about town waiting for the shoe to drop, there’s no other mystery to sink one’s teeth into. This is something that Return to Dunwich manages quite adeptly; even if the players have read “The Dunwich Horror,” the setting provides many more plots, secrets, and interesting NPCs to encounter than just Old Wizard Whateley and his brood. I wish Escape from Innsmouth had modeled itself more along that design than trying to stay within the established lines of Lovecraft’s story and the various pastiches.

One last gripe about the Guidebook is the art. Most of the NPCs have a thumbnail illustration and many of them exhibit the “Innsmouth Look.” Perhaps it’s merely my own preconception, but I always pictured the inhabitants of Innsmouth who show signs of their mixed heritage to display features more unsettling or slightly alien than truly monstrous. The illustrations in Escape from Innsmouth make the residents—even those who have yet to undergo full transformations—all look extremely inhuman. Like a trout with a human torso in some cases. I’m uncertain of who made the call to go this route, but I’m full member of the “Less is More Club” when it comes to horror and I found these illustrations to be overblown in most cases.

The Guidebook behind us, we now reach the adventures. There are two: one is a short introductory investigation that gets the PCs to Innsmouth and makes them familiar with the town, and the second is a long, multi-part scenario detailing the government raid.

The introductory adventure, aptly titled “Escape from Innsmouth,” is a mite atypical for Call of Cthulhu, but looks enjoyable enough. The investigators get called in to uncover the truth behind a crime committed in Innsmouth and soon run afoul of the locals, culminating in a race to get out of town before they end up as human sacrifices. My problem with the investigation is that it both introduces and ostracizes the characters in a single scenario. Played as written, the PCs will find themselves persona non grata in Innsmouth and that effectively makes running any other stories in the town nigh impossible—a very interesting choice for an introductory scenario, no?

The second, multi-part scenario, “Raid on Innsmouth” looks much more entertaining. Not only does it give the PCs a chance to be active participants in Lovecraftian canon (the government raid and the torpedoing of Devil’s Reef), but it is designed to give each individual PC a chance to shine as the star of their own mission.

The adventure is written as five, three-part adventures that include a raid on the Marsh Mansion, an attack on the Esoteric Order of Dagon, a commando mission into the tunnels beneath to town, the events on board a Coast Guard cutter assigned to patrol the harbor, and finally, the submarine mission against Y’ha-nthlei. The missions’ parts are divided up in varying order and each player’s PC is the “star” of one of those missions. The rest of the players assume the roles as spear-carriers and helpful NPCs that support the main PC. This is all unorthodox for adventure design, but also very entertaining provided your players can dial down their egos to give each other the spotlight from time to time. And any adventure that has a subtle Blue Oyster Cult reference is OK in my book, too.

The supplement ends with a section of adventure seeds: germs of ideas left to the Keeper to elaborate on and spin into full scenarios. They vary in quality, but many would make for a much better introduction to Innsmouth than the introductory scenario, especially if you want to be able to keep the PCs around town longer than a single investigation. Thankfully, there are also included scenario ideas set after the government raid, allowing the PCs to keep getting into trouble after the fall of Innsmouth.

I wanted to love Escape from Innsmouth, I really did. Unfortunately, it is somewhat of a disappointment. This response is likely colored by my own expectations and because it is so difficult to find these days, making it more of a quest than a purchase, but for whatever the reason the supplement largely disappoints. Unless you are a Call of Cthulhu completionist or a fervent fan of The Shadow over Innsmouth, I cannot in good conscience suggest you spend $75 to $100 on this book. There are good bits to it, and a Keeper could put in the intellectual elbow grease to make those bits truly shine, but he would be better off saving his money and creating the town from scratch with just Lovecraft’s tale and whatever ideas spring to mind.

We will now leave the stink of rotting fish (not all of which comes from the wharf) and head down the turnpike towards Arkham, itself. It might be a long journey to get there, but one day we’ll examine H.P. Lovecraft’s Arkham before heading off to Dunwich. Now, if you’ll excuse me, there seems to be a batrachian mob after me…

Monday, January 16, 2012

Astropia

I’m not a big fan of what passes for “nerd comedy” when it comes to film and television. Part of my aversion for it lies undoubtedly in being self-conscious about the fact that all too often the arrow hits a little closer to home than I’d like to admit when geeks are portrayed on the screen. However, this is not the sole reason for my distaste. When it comes to comedy, I prefer my humor to have a certain craftsmanship, to take the more difficult road rather than go for the easy laugh. This is seldom the case when nerds, geeks, and gamers show up in a comedic film or TV show. Lazy writers slap some Spock or elf ears on a cardboard character, make him or her socially paralyzed when it comes to human interaction, and expect hilarity to ensue. This is even the case when the people being mocked are the very same audience being targeted. The Big Bang Theory, I’m looking at you.

On the other hand, geek comedy can go too far with their reliance on obscure subject matter, making them completely inaccessible to someone who’s never rolled a d20 or can't tell the difference between a Dalek, a Klingon, and a Wookiee. Anyone who has ever watched something like The Gamers with their non-nerdy, but entirely tolerant other half knows exactly what I’m talking about.

However, every so often you come across a film or TV comedy that manages to walk the fine line between both of these extremes. Last night, I was pleasantly surprised to find one of these rare creatures in the 2007 Icelandic film, Astropia.

Astropia, released in the US as Dorks & Damsels (because apparently no American-born geek would ever see a movie like this unless it mocked them and the hobby they enjoy), is the tale of the beautiful and privileged Hildur who, when her rich and exceedingly blonde boyfriend is sent to prison for tax evasion and embezzlement, must get a job to make ends meet. Desperation forces her to accept a job at Atropia, the neighborhood comic, sci-fi, and games store, where she is immediately immersed into a world she has no understanding of—she’s put in charge of the role-playing games section. Although originally hired to increase business, it’s not too long before Hildur finds a place in this alien world.

While not completely free of the various stereotypes one might predict with such a premise, it’s kinder than most, and Hildur’s co-workers are portrayed with greater depth than could be expected in a similar, lazier production. Gamers and comic buffs will enjoy the name-dropping that occurs in the store (Mark Millar, Grant Morrison, and Monte Cook all get mentioned), and it takes a familiarity with the hobby to fully comprehend Hildur’s faux pas of trying to sell a copy of The World of Darkness to a customer looking for The Book of Vile Darkness.

Unlike The Gamers and other films marketed solely to the niche audience, Astropia is not all geek humor. Hildur’s relationship with her standoffish nephew gives the film some pathos, while her boyfriend’s attempts to acclimate to prison life (Note to self: Although cigarettes may be prison currency, the Icelandic equivalent of Virginia Slims have limited value in lock-up) and his ultimate Shawshank Redemption-inspired attempt to escape provide laughs that cross audience boundaries. The film’s final climax where the lines between fantasy and reality blur is satisfying enough and mixes a Leroy Jenkins joke with the dangers of second-hand smoke.

While not a comedic masterpiece destined to survive the ages, Astropia is a pleasant enough diversion, one that can be shared by gaming geeks and their straight-laced friends and family with equal enjoyment. Most satisfying of all, from a gamer perspective, is that the role-playing group Hildur joins, while not completely free of cheap shots, is closer to the reality than most other depictions I’ve seen. There’s not a pair of elf-ears in sight…at least until the DM starts the adventure, anyway. 

Thursday, December 15, 2011

An Open Letter to Paizo

Dear Paizo,

Greetings! It’s been a long time since we last communicated and we’ve both gone through many changes since then. You’ve left the shadow of Wizards of the Coast to pursue your own efforts to produce enjoyable game products for one of the more fickle recreational audiences imaginable, while I’ve gone back to the roots of this hobby and rediscovered my love for the simpler, and often times rougher, systems of the past. We’ve both been quite successful in our endeavors and this has put some distance between us. I nevertheless understand you’re doing well.

I’m writing you today to bridge that distance. The occasion for this is that I recently purchased one of your products. I admit that I’ve not be a supporter of your efforts financially in the past. Previously, I purchased your Classic Monsters Revisited after reading a positive review of that book (and I concur with that review), and some months ago I purchased your Pathfinder Core Rules thanks to a large discount and a gift card from the now-defunct Borders Books. I’ve paged through one or two of your Adventure Paths, but these were loaners, not purchases.

My impression from these books was that your designers are obviously very passionate about the game and world you’ve created. Your artists do a wonderful job of breathing life into this setting (even if I do find the occasional rendering of a barbarian with a sword the size of her own body more laughable than cool) and more often than not I find an illustration that really leaps out and says “Don’t you wish your character encountered/did this?” So, although I’m far from a rabid fan, I do appreciate your hard work even if Pathfinder itself is a bit bloated for my tastes.

Make no mistake—it is bloated. You did a good job cleaning things up from its predecessor, but when my preferred game systems have rule books that number between 64 and 128 pp., it’s a little difficult to get excited when confronted with a rulebook the size of my local telephone directory. As interesting as I’ve found Pathfinder and the adventures you’ve produced for it, rules of that length are simply a deal-breaker for me.

That brings us to my recent purchase: the Pathfinder Beginner Box. Like Classic Monsters Revisited, I heard a few surprised murmurs amongst my colleagues regarding this product recently. And, finding myself confronted by the box at my local Barnes & Noble with a gift card in my wallet, I decided to pays my money and takes my chances. After exchanging $38.00 and change (tax included), I took the box home. Hours later, I opened it.

Perhaps the greatest compliment of my own I can give you is this: I’d play this game. Hell, I’d even run this game! After even a brief overview of the set I could see that you fine folks at Paizo really, really get it. This product is obviously created by gamers with a love of gaming. Folks who at least had some familiarity with old TSR boxed sets, even if they weren’t the gateway into this hobby for all of you. Having seen the Dungeon & Dragons 4E “Red Box,” I can say that the Beginner Box is a vast improvement in comparison.

My immediate impression was that of the old Holmes’ basic set. While the Pathfinder Beginner Box (a name of which I approve of) is not a complete rules set, neither is it “crippleware.” Obviously, it serves your business model to steer newcomers to the game towards the more complete and pricier Core Books, but you’ve nevertheless packed enough material into the Beginner Box to not only allow gamers to extract a sizeable amount of enjoyment from the set, but, for the mad homebrewer or those who prefer a “rules lite” game, you’ve provided a solid skeleton for these types to build their own worlds upon. You deserve both accolades and respect for that. A truly, excellent, excellent job.

A suggestion: If you were to release an Expert or Intermediate Box in a year’s time or so, one that covered levels 6-10 and introduced 3-4 new classes along with new monsters and spell, I think you’d have another hit on your hands. I for one would gladly purchase such a product, as would some of my compatriots amongst us older gamers. You’ve certainly generated some goodwill with the Beginner Box and, given its “Pathfinder lite” rules, may even win some converts from those of us who enjoy simpler and smaller game systems—ascending Armor Class notwithstanding.

Paizo, you stand at this moment the king of the roleplaying heap. You’ve wrested the title from your former masters simply by understanding your audience and respecting them while still turning a profit. The Beginner Box is another step in the right direction and your exalted position in the eyes of both the gaming community at large and the industry is yours to lose. As a friend and a fellow gamer, I offer you this heartfelt advice:

Do not fuck it up.

Sincerely,

Michael Curtis

Sunday, October 2, 2011

New Realms of Crawling Chaos Review

It has fallen out of public view in the past several months, which is only natural given the sheer amount of good stuff that's been coming out of various OSR publishers (professional and amateur), but I've seen signs that people are beginning to give Dan Proctor's excellent Lovecraftian supplement for Labyrinth Lord another look-see. People still seem to enjoy my paltry contributions to the book as well.

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 10, 2011

The Secret Fire is Burning Down Tenkar’s Tavern

I’ve been concentrating on other things for most of the summer (and some announcements about those things may be cropping up in the near future) and I completely missed the progress and changes that Legends & Labyrinths had been undergoing since I sat in on a playtest back in June. Luckily, Tenkar of the Tavern seems to be covering the game post-release in painstaking if random detail.

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

Another selection from the dead PA movie website. This time around it's the Melanie Griffith/Sam Treadwell vehicle, Cherry 2000 (1988). Enjoy!

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

Part one of a review of Realms of Crawling Chaos is now up on Hill Cantons. My favorite part:
… 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?

In light of my own advice, I’m giving some serious second thought as to what RPG I’d really like to run after (or even before) my Labyrinth Lord game winds down. There are a few candidates, all of them having the common factor that they are not fantasy-based titles. I need a little break after living, breathing, and most importantly, writing fantasy stuff for the last two-plus years.

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

Over at Hill Cantons, ckutalik has some nice things to say about Stonehell Dungeon Supplement Two: Buried Secrets, as well as my work in general. I was uncertain as to how Buried Secrets was going to be received, as it is a little different in format and style than Stonehell Dungeon and its production quality is bare bones. I’m pleased to see that at least one person doesn’t feel as if my quality is slipping and that his $2.99 was well spent.

Check it out for yourself here.

Tuesday, October 26, 2010

D&D Gamma World: The Final Analysis

After Sunday’s Watchfires & Thrones game, a few of the guys hung around to give D&D Gamma World a test drive. After character creation was completed, we only had time to run through one of the eight encounters in the introductory scenario. This final analysis of the latest version of Gamma World is based on that single play session, so take that as you may. But first: an anecdote.

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

Or “Things that Seemed Like a Good Idea at the Time”

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.

Thursday, June 10, 2010

Kingmakers I Have Known

I’m still in head-down-fingers-flying mode while I work on the book, but I’ve reached a natural point of pause so I thought I’d compose a few words about something I read and something I remembered recently.

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

My favorite group of Spanish bloggers, Adventuras En La Marca Del Este, has done a photo review of The Dungeon Alphabet. If you've been curious as to why so many people have been praising the artwork within the pages of that tome, check out the review here for some fine examples of the artwork of Otus, Easley, Roslof, Mullen, and others (whom I can't identify only because their work is not signed, not because of a lack of talent and distinctive style).

Then go kick yourself for not buying a PDF copy during GM's Day.

Thursday, February 25, 2010

Stonehell Interview and Review

Carl Nash, one of the contributing artists on Stonehell Dungeon: Down Night-Haunted Halls, has written a review of the book for website, Eye of the Vortex. In addition to the review, Carl conducted a brief email interview with me which is featured in the review. You can witness me waxing philosophical on megadungeons and speculating on what will appear in the Stonehell Dungeon sequel by clicking on this link here.

Sunday, January 10, 2010

More Shilling from Yours Truly

There was a small bump of posts in the blogosphere today regarding books with my name on them. One of these days, I won’t have anything to plug, I promise you. In the meanwhile, you can read A Paladin in Citadel’s review of Stonehell Dungeon: Down Night-Haunted Halls here and then wander over to Spell Card! for a peek inside and some words about The Dungeon Alphabet.