Sunday, April 7, 2013

Steve Jackson Games continuing to give back to the hobby - an open letter to game designers to acquire their firms and IP.

This one's a tricky subject.  Is a mid-sized gaming company offering to acquire others:

  • a way of giving back to the hobby, by keeping some smaller scale games/intellectual property going?
  • RPG colonialism?
  • or an effort to make a beachhead against larger firms?
Gotta say, ever since GURPS Cyberpunk, I've had a soft spot for Steve Jackson Games as a provider of high-quality games with an anti-authority (read: anti-elves) edge.  Any game designer whose hot rulebook of the day cited The Cure and Neuromancer as influences sold me.  But, curious to see what others think of SJG putting out a cattle call to acquire other firms.


Wednesday, April 3, 2013

Green Ronin's Freeport Kickstarter a huge success!

I have been fortunate enough to be a playtester for Green Ronin over the years, playtesting some of their "Advanced" 3.5E titles, one of their Freeport upgraded editions, the original Game of Thrones RPG and the Dragon Age RPG. As a happy hanger-on, I'm proud of the work they've done to adapt-to/adopt different systems over the years. In case you missed it, their Kickstarter to convert their Freeport mega-city campaign to the Pathfinder game system was a HUGE success. 146% funded. Nice job, folks! More details, here.

Thursday, March 7, 2013

The Dungeons & Dragons cartoon in gaming terms

Admittedly, I haven't watched the whole 15 minutes, but having an episode of the old Dungeons & Dragons cartoon acted out with dice rolls is pretty classic...


Friday, August 17, 2012

Holy Smokes! WotC to re-release ALL Dungeons & Dragons Material electronically!

GenCon/Enworld Scoop: The Future of D&D

The highlight for me - aside from making campaigns "Living" again, albeit with a lower case L, is the electronic back catalog.

Friday, April 27, 2012

Undermountain again - second verse, same as the first.

As each edition comes to a close, WotC/TSR seem to have released an Undermountain product.  Undermountain is by no means the "baddest" of the classic dungeons, but perhaps one of the most extensive.  Ed Greenwood's house dungeon for his Forgotten Realms campaign was cool in a lot of regards.  It was entered through a tavern (meme upon meme!), the initial release was partially mapped - resulting in a product that a dungeonmaster got to really make their own, and it had a "boss" that served as a plot device - making it more than "kill the baddies; take their treasure." 

EnWorld.org has a review of the new 4th Edition work on their site, today.  Undermountain, Underdark, and other old classics seem to be the great last push done every time a campaign/rules-set are coming to a close.  I'm not sure why.  Maybe it's the realization that there's only one last shot to capitalize on all of that intellectual property.  Maybe we're all just still scared of the dark.

Thursday, January 19, 2012

Wizards of the Cost to do a limited re-release of the original AD&D books

As seen on Troll in the Corner, Wizards of the Coast is going to re-release the original AD&D core 3 books (Player's Handbook, Dungeonmaster's Guide, and Monster Manual) in special commemorative editions, to raise money for the Gary Gygax Memorial.  This will be a limited re-release.

Part of me has to wonder if there's an added benefit of this to head off some of the OAD&D resurgence with something that has a Wizards seal of approval on it.

Monday, January 9, 2012

Surprise, Surprise, Surprise! D&D 5th Edition

To me the biggest news of the morning isn't the announcement about the 5th Edition of Dungeons & Dragons (that's been rumored, wishlisted quite well, and expected since 4th Edition turned into the least playable thing to happen to gaming since the DC Comics RPG by Mayfair {Bazinga!}), no it was the circular reference between The New York Times covering the R&D that's going into D&D, linking to an article on the D&D website which in turn links back to the same NY Times article.  (Beware folks, it's turtles stacked upon themselves all the way down from here on out...) 

My unnecessary observation aside, I'm stoked about Wizards of the Coast moving away from 4th Edition (perhaps the least playable and least enjoyable RPG that I sunk money into over the years), and - according to the early speculation assumed from the blogosphere - moving towards something that should allow for the old-school Dungeon Masters to draw a graph paper map and populate it with monsters, or run a mock-up of World of Warcraft with powers and abilities.  (The left and right brain of nerddom, if you will.)

Morrus of Enworld.org fame was flown to Renton, WA to meet with the Wizards staff and unveil the plans for the new edition.  He has a great article to read, here

Yes, I'm a glutton for punishment.  I've already signed up for the playtests on the Wizards site, and am looking forward to this. 

I am also kicking myself that I neglected to list all of my 4th Edition books on ebay before it was too late.

Friday, December 30, 2011

The Escapist's Musings on The Past, Present and Future of Dungeons and Dragons

Those of you into gaming may well be aware of The Escapist online magazine, which profiles nerddom in all its stripes and obsessions.  A rather comprehensive end-of-the-year review of the history and trajectory of Dungeons and Dragons was just released.  Links to the Dickensian Past, Present and Future installments are here:

Past: http://www.escapistmagazine.com/articles/view/features/9292-The-Ghosts-of-D-D-Past
Present: http://www.escapistmagazine.com/articles/view/features/9293-The-State-of-D-D-Present
Future: http://www.escapistmagazine.com/articles/view/features/9294-The-State-of-Dungeons-Dragons-Future

The interviews and much of the analysis is quite good, although I think there are some broad strokes with the knowledge base (assumptions about the reader's knowledge of certain game designers, primarily) and market influences (a bit more emphasis is placed on the Open Gaming License than I think a retrospective of all editions merited).  Still well worth the read. 


Monday, September 26, 2011

Call of Cthulhu - Conversation on EnWorld

There's a good thread on EnWorld.org right now about Call of Cthulhu.  A GM who will be running the game for some players is trying to wrap his head around Lovecraftian fiction and the best way to run the game.  Lots of great thought on their part, as well as the other posters. 

I added my two cents - nothing groundbreaking, but rules I try to live by when running the game for new players, which I often do around Halloween every year.  (ooo spooky)

Chime in on the thread over there and add your thoughts.






(my thoughts cross-posted, here)
Yeah, there are such a wide variety of authors of the mythos - even Stephen King, if you find some of his early stuff in his collections of short stories - that there's something for everyone. Chaosium has released tons of collections over the years that are worth browsing through in their online catalog, to see if something resonates more with you. A lot of folks like the August Derleth/Clark Ashton Smith stuff more, as it takes the stories and weaves together the mythos around them.

As to the game, I've been running it for about 20 years, and many of the published adventures have been handy for getting players who aren't terribly familiar with the Mythos into the game. The adventures in Mansions of Madness come from earlier collections and editions of the game, and many are good one-nighters to get folks used to the rules and feel. Secrets of New York and the New Orleans sourcebook are good for a sandbox game. If you get players into the idea of a long campaign, I still like Shadows of Yogsothoth a lot (although some veterans will say it's rather contrived - it works well for folks who don't necessarily eat sleep drink). Spawn of Azathoth, Return to Dunwich, Return to the Mountains of Madness - these campaigns work better with seasoned players who eat, sleep and drink Lovecraftian fiction.

For running the game, my biggest rules have been:
1) Make sure that the characters have appropriate skills to solve the tasks at hand - not to the level of it being a cakewalk, but if the only way to get off the glacier is the ability to pilot a plane, don't leave it to chance that no one took the character with the right skill to do that.
2) Make sure that players - going in - understand that they don't use their guns like swords in d&d.
3) Make sure they understand that years ago, when you needed info, you went to a library, not Google.
4) Role play. It sounds obvious, but CoC sets up some of the best opportunities for roleplaying I've ever seen. Take advantage of them!
5) Continuity - it's ok if the universe implodes on itself and ends in a game. You can play another another time and continuity doesn't matter - that last catastrophe didn't have to have happened. (There is a short story collection somewhere about what the world is like after the Cthupocalypse...)

Enjoy. It's a great Halloween game, if nothing else, for the party that would rather slay goblins and orcs.

-Tyler

Monday, August 22, 2011

Retro D&D for Dummies

Enworld.org has a great overview of the various Old School retro D&D clones that are available, right now. Many are available for free as downloads (or for a cost in print format). If the current versions of D&D don't tickle your cookies as much as memories of the old boxed sets that required you ink in your own dice with a white crayon, then check this article out.

http://www.enworld.org/forum/columns/310462-retroclones-older-d-d-editions.html