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A Weird & Wonderful Treasure Trove: New Gaming Releases

A Weird & Wonderful Treasure Trove: New Gaming Releases

Legacy of the Green Flame (Pacesetter Games)

Fellow RPG enthusiasts, if I may, I would like to direct your attention to a few fine new projects that recently funded on Kickstarter.

Legacy of the Green Flame (Pacesetter Games)

Legacy of the Green Flame (solo play for 5e and “classic”): It was the oldest trick in the book. A man on a dark road asked for directions and you let your guard down. You awake in a nearby inn with a bruised skull and ego. All your possessions are gone, but your courage endures. Helped by the kindly and concerned innkeeper, you are equipped and the chase is on. The bandits fled into the forest, but you will have your vengeance. (Series of linked adventures; this was the first description).

The project successfully funded on Kickstarter in less than an hour, and wrapped up September 21. According to the April 8 Progress Report, they are close to ordering books for retail delivery. Keep an eye out for this one.

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Sometimes It’s Exhausting Being a Gamer

Sometimes It’s Exhausting Being a Gamer

Good Afterevenmorn!

I know that greeting is nonsensical, but I do love it, so it’s staying. it’s a whimsical kind of thing… and I need that whimsy right about now. You see, I’m exhausted. It’s not just that I’m working several jobs while trying to get a creative career off the ground. But it’s also having to deal with some kinds of people that have flooded one of my favourite pastimes. Every so often, like when a new game trailer drops, for example, they rear their terrible little heads and with their full admittedly pigeon chests bellow at the top of their lungs that they were once again not centred and they’re boycotting said game because it’s gone “woke.” Whatever that means.

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The Chronicles of Future Earth Player’s Guide – Out Now!

The Chronicles of Future Earth Player’s Guide – Out Now!

Way back in 2018, I wrote an article for Black Gate about the Kickstarter we were running for my science-fantasy roleplaying game, The Chronicles of Future Earth. Subtitled “Cosmic Fantasy Roleplaying in the Post-Historical Age”, it was a world of long-forgotten ancient technologies, strange mutated monsters, gods, demons, and weird intelligent species fighting against forces of entropy and domination threatening to destroy reality. Using a radical new version of the Fate Core rules system, it was a setting which had inspired me for over twenty years, I’d published a novel in the setting, written RPG adventures and supplements, short stories, and more. Now it was going to be a massive standalone roleplaying game in its own right. I was excited. The Kickstarter funded 225% of its goal. It was going to happen.

Then, my husband was diagnosed with cancer, died, and my life exploded. No warning, fast, brutal. For several years I wandered lost, unable to even read more than a few pages, let alone write. But time and the friendship of good people, the support of the fantasy, SF, and RPG communities, all worked their magic, and slowly I recovered. Last year I published a “superheroic swords and sorcery” RPG called The Lair of the Leopard Empresses. This year, at last, and with an entire new company, Typhon Games, I published the first book in The Chronicles of Future Earth RPG — the Player’s Guide. John and the Black Gate team have very kindly had me back to give you an update on how the far future of planet Earth is looking, almost six years on!

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The Hobby Shop Dungeon, by Benoist Poire and Ernest Gary Gygax Jr.

The Hobby Shop Dungeon, by Benoist Poire and Ernest Gary Gygax Jr.

The Hobby Shop Dungeon Marmoreal Tomb Campaign Starter

The Hobby Shop Dungeon, by Benoist Poire and Ernest Gary Jr. Gygax is a marvel to behold.

One can utilize these books and maps for years — a complete setting loaded with maps, histories, set pieces, dungeons (arguably a mega-dungeon), wilderness, factions, heraldry, unique monsters, unique magic items, and adventure hooks abounding. It is quite a feat and an enormous labor of love.

Poring through it all, I’d say my favorite parts are the heraldry (very Greyhawk in spirit), the wilderness and dungeon maps, and the Prismatic Maze (sounds very Vancian).

I’ve assembled some photos from the box set below for you to enjoy. You can order copies from Troll Lord Games or from Isle of Games.

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Steamed: What I’ve Been Playing (December, 2023)

Steamed: What I’ve Been Playing (December, 2023)

Happy Christmas and Merry Holidays!! Whatever works for you, let’s be a little kinder to our fellow humans. This world needs it more than ever. Yeesh.

I really do need to get back to doing a ‘Year-End at Black Gate World Headquarters’ post. The one I completed may be my all-time favorite BG post (which I’ve written). I’ve started two others, but they petered off.

I talked about Fortnite last week, which I really enjoy playing with my son. I’m good – he’s excellent.

Wanted to talk about a couple other games I played this year. I spent more hours on Elder Scrolls Online than anything else. I got burned out and am taking a long break, but it’s easily my favorite MMO, supplanting Age of Conan, with Lord of the Rings Online the other one I really like. All three have terrific lore, but ESO’s game play, and graphics, stand above.

Here are a couple others that might appeal to the Black Gate crowd.

Merry Christmas!! I really do need to get back to doing a ‘Year-End at Black Gate World Headquarters’ post. The one I completed may be my all-time favorite BG post (which I’ve written). I’ve started two others, but they petered off.

I talked about Fortnite last week, which I really enjoy playing with my son. I’m good – he’s excellent.

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Seven Things I Think I Think (December, 2023)

Seven Things I Think I Think (December, 2023)

With the holidays being so busy and such, Ten Things I Think I Think only has seven entries this week. I’m sure it won’t ruin your Christmas. 🙂 So away we go…

THE BLACK COMPANY IS AN ENDURING CLASSIC

I’ve read Glen Cook’s The Black Company, all the way through, at least three times. It’s about a mercenary company that roams far and wide in a dark fantasy world, varying on the scale of ‘good guys’ and ‘bad guys.’ I don’t do Grimdark, but it’s commonly cited as being a foundation of the genre.

Audible had a HUGE sale the start of December, and I picked up almost the entire series on audiobook, at less than $3.50 a book. That’s a pure steal! I listen to audiobooks during my drives, and during my work day. Even as I type blog posts. My mind is good at multi-attention. I wouldn’t have time to read/re-read all the things I listen to.

I’m on book four, and this remains one of the best fantasy series’ I’ve ever read. I feel that the last two books are kind of disappointing, and I slog through them. We’ll see if that’s the case, listening to them. But overall, this is terrific. The latest book, Port of Shadows, is set during the original trilogy, and I am going to read that later this month. But as a whole, I highly recommend The Black Company. Fletcher Vredenburgh did a superb deep dive into the whole thing, over at Black Gate. I also LOVE Cook’s Garrett, PI series, which I wrote about here. Just a great writer.

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A High-Tech Sandbox: Transhuman Space by David Pulver

A High-Tech Sandbox: Transhuman Space by David Pulver


Transhuman Space (Steve Jackson Games, March 29, 2018). Illustrated by Christopher Shy

In the 1990s, I made a big decision about tabletop roleplaying gaming: Rather than coming up with my own rules for running games, I ran campaigns using published systems. Some of these used my own original settings; some borrowed settings from published fictional or dramatic works, either as adapted by game publishers or in my own adaptations; and some used published original game worlds. I hardly ever used a setting more than once. But one that I found worth coming back to was David Pulver’s Transhuman Space, a setting for Steve Jackson Games’ game system GURPS.

As its name suggests, Transhuman Space was a science fictional milieu. Tabletop roleplaying has had a lot of these, going back to the classic Traveller, first released in 1977. For a long time, most of them built on the premises of what might be called classic science fiction: The stories of Old Wave authors such as Poul Anderson or Frank Herbert, and of later hard science fiction authors such as Larry Niven, or of the original Star Trek. That is, they were about aliens, robots, supermen, interstellar travel, time travel, parallel worlds, and psionic abilities, singly or in combination.

Transhuman Space does have robots, though they’re quite different from Asimovian robots. But it avoids all those other classic story elements. It has space travel, on an interplanetary (but not interstellar) scale, with human inhabitants from Mercury to the Kuiper Belt — but also with many machines that don’t need life support.

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Science is Sorcery

Science is Sorcery


Bloodstone (Warner, March 1975). Cover by Frank Frazetta

“Kane’s power is that of science, not sorcery — although with elder-world science, the distinction becomes blurred. But then, to the untutored minds the distinction is difficult to grasp, for this lies in understanding the forces at work, and in the laws they obey. For example, to produce a deadly sword to wield in battle, a master smith will use secrets of his craft to smelt choice iron into steel, forge steel into tempered blade, then balance, hone and haft the blade to the best of his art. Similarly, a wizard may utilize the secrets of his craft to forge a sword of starfire and incantations. Both swords seem magic to some club-swinging apeman, such as legend places on lands unknown to our civilization, but clearly one is born of science, the other spawned by sorcery…”

—Karl Edward Wagner, Bloodstone

In the hobby of tabletop role-playing games, the influence of J.R.R. Tolkien looms prominently, and the reason for this makes perfect sense: By the mid- to late 1960s, Tolkien fever (i.e., fervent esteem for The Hobbit and The Lord of the Rings) was reaching epic proportions, fueled by the mass market release of affordable paperbacks published by Ballantine Books. “Frodo Lives!” became a counterculture slogan on buttons, bumper stickers, and T-shirts. In the form of graffiti, it was spray-painted in subways and under bridges. Wargaming enthusiasts of the American Midwest were not immune to the hypnotic effect of The Ring, and in one wargame, called Chainmail (Gygax and Perren, 1971), a 15-page “Fantasy Supplement” in the back of the rules proved to be a primary progenitor of the world’s most popular tabletop role-playing game, Dungeons & Dragons.

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The RPG Rundown is your Home for Lively Discussions of Your Favorite Games

The RPG Rundown is your Home for Lively Discussions of Your Favorite Games

YouTube is the place for serious gaming discussion these days. It’s not all fake Marvel trailers and dance clips. With the right connections and a little investigative spirit, you can find a thriving community where old-school gaming is very much alive.

Well, it worked for me, anyway. Mostly because one of those quality connections was Dave Munger, Black Gate‘s original site engineer and the man who wrote the first two posts on this very blog, way back in November 2008. Dave tipped me off to the RPG Rundown, a YouTube channel that covers tabletop role playing games. The lively and entertaining discussions there include new game reviews, industry news, player tips and info, and broader conversations on the very nature of role playing.

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Call of the Sea: Cosmic Conundrums

Call of the Sea: Cosmic Conundrums

You begin your adventure on the white shore of a beautiful Tahitian isaland.

Call of the Sea is the first title for Out of the Blue, a new game company working out of Madrid, Spain. It had a limited release at the end of 2020, and went worldwide across all consoles in 2021. For a debut game, Call of the Sea is an impressive achievement, and Out of the Blue have set themselves a pretty high bar to follow.

Billed as a puzzle game with adventure elements, Call of the Sea evokes the head-scratching joys of Myst, Quern or The Talos Principle, and flavors the brew with Lovecraftian elements that take the form of Easter eggs rather than eldritch horrors that have to be engaged. In fact, there is no confrontation at all in the game, you will be utterly alone for the entire experience save for some flashbacks and the occasional glimpsed beastie in the waves. Despite the origins of the story, the game is relatively horror-free, relying instead on an atmosphere thick with dread and some excellent sound design, so this is a recommended outing for the more timid game players among us (myself included).

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