Tabletop Gaming Feeds

More Operatic Campaign Design Memories & Commentary With X13 Crown Of Ancient Glory by Stephen Bourne

Swords & Stitchery - Thu, 08/31/2017 - 16:29
So last night I was watching some 'Jonny Quest' episodes with my father on a Wednesday night, hey that's just how we roll in my family folks. But it got me thinking about Crown of Ancient Glory which came out in '87. Crown of Ancient Glory is a weird little module, it gives a taste of ruler ship to PC's as a future taster for ruling your own kingdom in other words domain level play. Let me Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Last Night's Tavern Chat - Most Attended - Ever - With Voice Option Too

Tenkar's Tavern - Thu, 08/31/2017 - 15:36


Last night was quite simply the most active and attended Tavern Chat that The Tavern has hosted. Voice chat alone (which kicked off shortly before 10 PM Eastern) had nearly 18 in the channel last night. Text chat had more (there was an overlap)

Wow. Simply wow. Discord is living up to its reputation of being an amazing community builder. In just over a week we already have over 120 members at The Tenkar's Tavern Live Discord server and chat going on nearly 24/7.

I'd like to add chat sessions that are staggered to allow doe easier access to the chat for those across the pond or down under. I'm open to suggestions (remember, I'm NYC / Eastern Time Zone) for times / days for such an endeavor.

As an enticement to join The Tenkar's Tavern Live Discord server I've pinned the Swords & Wizardry Continual Light Beta rules for easy download in the swords-wizardry-light channel.  Work commences on final layout with edits next week.

Need an invite?

https://discord.gg/tdVSQeG

Categories: Tabletop Gaming Blogs

Ares Games and PHALANX Games announce distribution partnership

Gamer Goggles - Thu, 08/31/2017 - 13:32

Ares Games and PHALANX Games announce distribution partnership

Ares will be the master distributor of PHALANX’s board games in English (worldwide, excluding Europe). Distribution will start in November 2017, when Hannibal & Hamilcar – Rome vs. Carthage will be released

Italian company Ares Games and UK based PHALANX announce a new partnership to distribute the English edition of PHALANX games in the United States and non-European countries. Starting from November 2017, Ares will start to bring to its customers the full PHALANX catalog, including Germania Magna: Border in Flames, Hunger: The Show, and Hannibal & Hamilcar – Rome vs. Carthage – the 20th anniversary edition of one of the best two-player games ever published.

Hannibal & Hamilcar – Rome vs. Carthage is renowned for its tense, well-balanced mechanics, and it tells a great story. Hannibal crossing the Alps on his herd of elephants is one of the most memorable events in history. The game uses the popular card-driven system to detail the struggle between Carthage’s Hannibal and the Roman Republic in approximately 200 BC. The 20th Anniversary Edition was funded with a successful Kickstarter campaign in May 2017 – 3,514 backers pledged £263,443 to help bring this project to life, and is due to release in November 2017.

The other two games from PHALANX’s portfolio to be distributed initially by Ares are Germania Magna: Border in Flames, a game of shifting alliances where each player assumes the role of a Germanic warlord leading his warriors into Roman provinces, which lie across the Rhine and Danube rivers, and Hunger: The Show, a fast-paced family game of survival on a desert island with other live TV show participants.

“We are very excited about this new partnership,” said Roberto Di Meglio, Director of R&D of Ares Games. “Beautiful historical-themed games, such as Hannibal & Hamilcar or Germania Magna, are a great fit to our catalog, and PHALANX’s lighter games such as Hunger: The Show will make our line-up of products even stronger. We really look forward to work with PHALANX and make sure all our customers get a chance to know about their excellent games.”

“We have been looking for a reliable distribution partner for our games for quite a time and signing a contract with Ares Games is an award for the hard work of our teams,” added Jaro Andruszkiewicz, Director of PHALANX. “We have received a great reception by Ares and are very excited to work with them. Our game portfolio will be a great fit for Ares Games distribution product range, PHALANX and Ares products should support each other on the market.”

 

About Ares Games

Ares Games is an Italian board game publisher established in 2011 to create quality hobby products for the international audience. Ares Games is the publisher of the award-winning “War of the Ring” board game, of “Wings of Glory” range of airplane combat games and miniatures, recreating aerial warfare in WW1 and WW2, and more recently, of the award-winning tactical ship-to-ship miniature game “Sails of Glory,” and the cooperative tactical Sci-Fi miniatures game “Galaxy Defenders.” Ares Games’ catalog also includes Family & Card Games and Euro & Thematic Games. For further information, visit the website www.aresgames.eu and the Facebook page – https://www.facebook.com/AresGames.

 

About PHALANX

PHALANX is a publisher of high quality games, which are beautifully presented, fun to play and easy to learn. PHALANX cooperates with world class designers: Martin Wallace and Mark Simonitch and a group of other, very exciting new names in the games realm. The company has published ‘1944. Race to the Rhine’, nominated to Golden Geek Award for the Best Wargame 2014, the in-house designed game ‘The Magnates’, recommended as an official teaching tool in schools, and the highly rated ‘Brass’ for mobile devices. PHALANX’s games have been published in English, German, French, Spanish and Polish. For further information, visit the website http://phalanxgames.co.uk/ and the Facebook page – https://www.facebook.com/games.phalanx/.

Categories: Tabletop Gaming Blogs

Cryptozoic Announces Presales for Exclusive New York Comic Con Collectibles

Cryptozoic - Thu, 08/31/2017 - 13:00

Cryptozoic Entertainment today announced that it will offer online presales of three collectibles that will be available exclusively at New York Comic Con: “Powerful in Pink” Wonder Woman DC Bombshells vinyl figure, “30th Anniversary Edition” Metallic Red Ryu Street Fighter Lil Knockouts vinyl figure, and “New York Comic Con Edition” Lois Lane DC Lil Bombshells vinyl figure. The presales for these figures will launch September 8, 15, and 22, respectively, and run until the supply is finished. Each of the collectibles will be produced in extremely limited quantities, with presales allowing buyers to purchase the figures and then pick them up at Cryptozoic’s Booth #244 at New York Comic Con, October 5-8 at the Javits Center in New York City. 

Categories: Tabletop Gaming Blogs

Zone Commandos!

Sorcerer's Skull - Thu, 08/31/2017 - 11:00

THE SETUP: In 1985, a deep space probe returns to Earth after being thought lost in a spacetime anomaly. It returns to Earth, dropping otherworldly debris in its wake. Across the globe, zones on anomalous phenomena and monstrous creatures are created!

Twenty years later, only special UN troops stand between humanity and the destruction of civilization as we know it!

It’s Roadside Picnic meets 50s monster and sci-fi movies/kaiju and 60-70s action figures like G.I. Adventure Team and Big Jim.


THE HEROES are mostly buzz cut military men like the MARS Patrol but with code names and personalities more like 80s G.I. Joe. Their ranks many be augmented by beings that appeared from an anomaly (Kirby-esque amazons, aliens) or people enhanced by barely understood and dangerous technology acquired from them (Atomic Man, THUNDER Agent sorts)

THE DANGERS are strange environments, monsters of all sorts of 50s and 60s sorts, from Zanti misfits to human mutates to giant mutant dinosaurs.

This is a refinement/re-imaging of my Rifts 1970 campaign idea, just a little more militarized and more informed by the early 60s.

New 'Old Earth' Relic - The Qu'es't Atlantean flying disk For Your Old School Campaigns

Swords & Stitchery - Thu, 08/31/2017 - 01:43
Developed out around the remains of Flor'da the Qu'es't  Atlantean flying disk is a treasure beyond compare able to maneuver in any direction the pilot wishes. These disk craft have been the mainstay of 'Old Earth' for centuries and were used extensively during the 'Hyperborean wars' of the ancient past. They can be used in a wide variety of theaters of operation from temperate woodland to Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Tavern Chat Tonight - 9PM - We've Moved it to the Tenkar's Tavern Live Discord Server

Tenkar's Tavern - Wed, 08/30/2017 - 20:53


Yep, Chatwing served its purpose but its time to move on to newer and better things.

Tonight's Tavern Chat will be hosted on the Tenkar's Tavern Live Discord Server from 9PM to 11PM--ish.

First, login into the Tavern Chat Live Discord Server. The link will be below but its also on the right side of this page.

   Invite -  https://discord.gg/fReGmuD

When you log into the server, you start out in the common-room.thats where general chat and daily hanging out takes place. For tonight though, we will be using the tavern-chat-wed-9pm channel.

At 10PM I'll be dropping into the Open Bar voice channel until 11PM or so. Feel free to join me.




Categories: Tabletop Gaming Blogs

Campaign OSR Commentary - Dark Albion & Old School Sword & Sorcery Campaign Building

Swords & Stitchery - Wed, 08/30/2017 - 17:45
So after the other day's Astonishing Swordsmen & Sorcerers of Hyperborea run through of Vault of the Dwarven King  From   Maximum Mayhem Dungeons   It got me thinking about Dark Albion & DA's Cults of Chaos because of the isolated elements of the campaign. Let me explain, of course Dark Albion's central theme is the War of the Rose and all of the campaign events  revolve around that historical Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

[REVIEW] Deep Carbon Observatory

Beyond Fomalhaut - Wed, 08/30/2017 - 17:03
[REVIEW] Deep Carbon Observatory (2015)by Patrick Stuart and Scrap PrincessSelf-published
Deep, dark, carboniferousDeep Carbon Observatory describes a journey through a land flooded and devastated by a natural and magical catastrophe, progressing from the human fallout in a coastal town and the surrounding countryside to the catastrophe site, then even stranger landscapes leading to a very old, very alien place revealed by the receding waters of a massive, ancient reservoir built by an extinct civilisation. Half Lovecraft, half Nausicaa and half Apocalypse Now, it delves into the heart of darkness, first within humans, then within increasingly more inhuman realms.
The module is a guaranteed campaign changer. The themes and revelations – which are very Lovecraftian without actually reusing Lovecraft’s stories or the Mythos – would upend any mediaeval fantasy campaign world, and aside from having severe consequences even beyond the cataclysmic destruction of the adventure area, put everything known about the setting in a new perspective. Suddenly, everything is different, and a lot of things you thought significant or personally important has been revealed to matter very little. Like Death Frost Doom, Deep Carbon Observatory would end as many campaigns as it would launch. Is this a bug or a feature? You will have to decide, and you’d better do it in advance. But if you go in, it will be memorable, although not necessarily in a way you’ll like.
Let’s make this abundantly clear: it is misery tourism pure and simple. Everything and everyone in the module is dead, dying, or at the very least going through a seriously bad phase. There is nothing the characters or the players can do to undo the catastrophe, very little to make the local situation measurably better, and absolutely categorically firmly nothing to alter whatever they discover about their world at the eponymous Observatory. Everything is relentlessly negative and depressive, sometimes to the extent it feels petty on the “unbelievably ancient man kept hideously alive by a dark device” level (or my personal favourite, “3d6 women lounge here, made of spikes”, which, to its credit, made me laugh). Sometimes it is funny in a wry way (“A Biopsy of the Tarresque [sic] – It didn’t go well”), but more often than not, it is just negative negative.
I don’t want to dwell too long on the ethics of fictional worlds, but there is something about this which bothers me on a personal level. It bothered me in the otherwise excellent Carcosa, and it bothers me in the premise and details of this module too. So many evils are visited on the hapless residents of this little corner of this fantasy world I don’t even know about that it somehow feels unjust. Of course, the existence of evil is the wellspring of adventure, but can you really make a difference at all? And are you in the wrong for exploiting their suffering for vicarious entertainment? Running the adventure, the players (and their characters) are faced with choices which test their morality to the limits. They can’t save and help everyone, and their actions are liable to result in even more evil than they started with – with inaction perhaps even worse. They will dirty their hands whether they become involved with the area’s kill-or-be-killed struggles, or leave it to burn and focus on their personal interests. Some will find that interesting. I’d probably just throw up my hands and find a good, stiff drink. This is personal, unenforced opinion: I don’t really want to play or run this adventure, but you might.
Then again...
(found on the Ten Foot Polemic blog)Then again, this is also an imaginative, fantastic adventure, one of the best about going into a strange and forbidding place full of things which will eat your face. You get to feel properly out of your depth, and that’s a rare feeling in RPGs (again, Carcosa did it, although in a completely different way). It is a proper, epic journey “up the river” (you could also say up shit creek), encountering weirder and weirder things as you progress. From disaster-struck human lands, you venture into a forbidden place governed by the dead, insects and fish, the fungal and the mineral realm, and things beyond the ken of humanity. Things get less and less recognisable, and by the time you are at your destination, it is like that expedition into the heart of R’lyeh, with Great Cthulhu looming somewherearound the edges. There are odd technology-as-magic things to encounter; grandiose remains of destroyed or extinct cultures; and an underground storehouse of strange wonders that drives home how utterly alien this past is, and how little they had scratched the world’s surface. It is Lovecraft’s cosmic imagination without the overused and increasingly tiresome Cthulhu chicpolluting the Internet, and that is a welcome sight.
This imagination is also in evidence in the individual pieces that make up the module. There is probably not one encounter, NPC or item that doesn’t have a twist of some kind. It is all new – some sort of D&D in new clothes, or perhaps D&D visited by Geoffrey McKinney’s vision of Gamma World (see the post at Sep 22, 2006 5:50 pm or this one on human insignificance). They are little vignettes, but they fit together into a coherent whole. There is an evident interest in geology and natural sciences; a rarity in adventure design, which is used to develop rather imaginative encounters. If you like geology and think that book on minerals would make for a good Monster Manual, this is your module. I loved the geo-samples room, which is ridiculous, bizarre, and hilariously funny.
Deep Carbon Observatory is also fairly interactive (with slight problems): you can experiment with things, learn a little bit about them, and taken together, they work well as an adventure (which not all visionary products do). Although the nature of the upriver journey makes the affair mostly linear, there are enough decision points and dynamic elements (like a rival band of adventurers/assassins, and a “what happens if the PCs do nothing” section) to allow for variation and player engagement (although the decisions don’t truly make much of a difference in the long term). And of course, the Observatory is a very interesting dungeon on its own, presented from a cross-section cutout perspective, and describing 44 rooms filled with wondrous, sometimes incredibly dangerous junk (it is the rare example of the cabinet contents dungeon which actually works). Together with the 40 overland encounter areas, you have a lot of things to play with.
The text is mostly very well written. It never over-elaborates on superfluous details, and often manages to capture the gist of things with excellently chosen phrases. A formerly flooded valley, now revealed by the breakage of a monumental dam, has a floor like “one blue-grey bacterial mat”, or “rough-textured semi-flesh”. The spike women, actually a group of salt dryads have “hearts of black diamond”, “set within the chest like jewels”. The module crams a generous amount of material into a 86-page digest-sized booklet, sometimes communicating its ideas through terse descriptions, sometimes the implications which may develop from the encounter, and the occasional random table (these are uniformly excellent). The sketchlike art by Scrap Princess is a good accompaniment to the text. It works as illustration, and it works as something evoking a certain mood. It is good art in much the same way Erol Otus is good art.
I like the way the adventure is presented. Although it practically invites endless blather about which-ancient-civilisation-did-what-and-why, it doesn’t beat around the bush, and doesn’t even have the obligatory wasted pages on the “adventure background” (something dreadful has happened, now do something about it) or the “adventure hooks” (something dreadful has happened, now do something about it) – it starts in medias res, and proceeds with the action until it is over. Everything is in the context of an adventure, and almost everything gets as much detail as it needs to make sense of it. For dealing in such esoteric subjects, Deep Carbon Observatory is surprisingly straightforward, and its brevity makes it very GM-friendly.
It doesn’t always work. Beyond the misery tourism aspect, I have the suspicion a lot of the content and the tangents will never see the light of actual play; not in a campaign, and certainly not in a one-shot, where a lot of the module will amount to a weird inscrutable dungeon with weird inscrutable treasure. It is a classic, although not severe example of “hidden depth”. Hidden depth is not entirely wasted content, since it informs the GM’s perspective, and makes for something which exists and operates by its own logic, but probably cannot be fully comprehended by the players. But in the observatory proper, there is sometimes too much of it.
And that’s Deep Carbon Observatory. You can probably run a very good, very miserable, very odd adventure with it if your players are into that sort of thing, or at the very least, you can annoy them with random interjections of “But is it art?
No playtesters were listed for this adventure.

Rating: **** / *****
Categories: Tabletop Gaming Blogs

DC Comics Bombshells Trading Cards - Sketch Card Previews, Part 5

Cryptozoic - Wed, 08/30/2017 - 17:00

Please enjoy the fifth installment of our DC Comics Bombshells Trading Cards Sketch Card previews, hand-drawn by our talented artists. Links to contact the artists can be found below the images of their Sketch Cards

Categories: Tabletop Gaming Blogs

Figure Forge 101: Arena Rex Ludus Magnus Starter

Gamer Goggles - Wed, 08/30/2017 - 14:45

Matt demonstrates how easy it is to assemble the Ludus Magnus Starter.

Click here to view the video on YouTube.

The next faction isn’t gong to be as easy.

Categories: Tabletop Gaming Blogs

Figure Forge 102: Dark Age 2 player starter Path to Glory

Gamer Goggles - Wed, 08/30/2017 - 13:50

The Dark Age Path to Glory 2 player Starter is by far the easiest starer to assemble ever! And if you saw the box braking you already know the figs look great.

Click here to view the video on YouTube.

I will admit I can’t roll low very well, but that doesn’t mean I won’t hurt your head when we play.

Categories: Tabletop Gaming Blogs

The Mines of Valdhum

Ten Foot Pole - Wed, 08/30/2017 - 11:15


By Matthew Evans
Mithgarthr Entertainment
Labyrinth Lord
Levels 5-7

Nordriki, the northern kingdom of the land of Mithgarthr, has been relatively free of dragons for hundreds of years, but recently the locals have been reporting sightings of red, white, and green dragons all throughout the Drekiberg mountains to the north. Recently, a green dragon has taken up residence in an abandoned mine that is close to the city of Valdhum. The surrounding land is rich with wildlife for the beast to feed on, and the lair it has chosen is well protected and secluded.

This 37 page adventure details five levels of a mine, with about eleven rooms per level, as well as a separate abandoned complex/level with another ten or so rooms. It’s got a German/dark forest vibe going on that I can get in to, as well as interesting encounters in the mine. There’s a variety of hints, things to talk to, stuff to explore, and trouble to get in to as you delve deeper to find a dragon to slay for the townfolk/reward. The encounters, both empty and not, are solid, but the adventure needs more focused writing to turn it in to something special. It manages about seven rooms per page, so it doesn’t drone on, but with some focus this could be a REALLY good delve.

The intro/hook is too long, but it IS good. Bear-people tribes live in the forest. If you travel to the town at night you get attacked by them. In town you find out killing them is trouble, as it riles up the tribes, which are under pressure anyway from game being eaten by a dragon that just moved in to a mine/quarry nearby. Thus you are tasked, either as penance (if you killed them) or as a reward to stop the dragon. It’s a nice geopolitical hook and makes sense. It ties in with dark forest vibe thing, which is strengthened further by an encounter with an “evil tree.” Notably, however, you can dig up the tree after killing it to find a buried chest with loot! This pulls HARD at my love of folklore-ish callbacks in adventure.

The mine proper is, well, a mixed bag. The map is linear. VERY linear. It does a good job of noting room features, uses color, and has slopes up and down, but a more interesting map would have done more. Five levels is a lot of room to play with, vertically. Being shoved down what is, essentially, a straight line hallway/path doesn’t do much to enhance the fear of the unknown, tactical, and exploratory things that a more complex map allows.

The room encounters, proper, set up interesting situations. There’s an old mine office with a lockbox with gold nuggets/ore in it … along with the weakened poison trap guarding the lock. There’s a kitchen with a pot growing yellow mold. Disturbing the chimney means disturbing the bats in it, which will knock over the yellow mold pot. These rooms makes sense. There are multiple things going on and it doesn’t feel forced. There are goblins, manning a barricade on an offshoot passage, who can parlay with the party, just wanting to be left alone. There’s an interplay between the rooms, with several empty rooms providing clues, or at least foreshadowing as to whats to come. Warning signs, in the form of heads on pikes, and bones telling of backstory THROUGH THE ADVENTURE. What a concept … The levels are themed, from old mine to sacked cult temple to trogs, to the dragon and so on. The type, variety, interconnected nature, and multiple things going on are all playing in to an environment that feels REAL. Thought was given here and it FEELS natural rather than forced and created. Someone gave some thought to this, but still kept things simple.

It doesn’t meet my standards for a good room description though. I’m looking for something evocative, that scans quickly. While the IDEAS are good, the writing could be better. “A wooden structure has been built in this room” or “this room appears to have functioned as the foremans office” are neither great descriptions. “If the desk is thoroughly searched …” betrays a conversation if/then style description that loads it up with text that makes it harder for a DM to find information. The information transfer beyond the encounters is not great and what there is is frequently not evocative. Almost … “this mine shaft is littered with desiccated woodland animal corpses” betrays spiders nearby. That’s not too bad; a little plain, still, but not bad.

For its problems with information transfer, I’m fond of this. Multiple levels, a great mix of encounters, a dark forest vibe … this one is close.

The PDF is $5 on DriveThru. And, glory of glories, the preview shows you writing! The first page, room 7, shows you the dessicated woodland creatures, and the next the strong odor of death.
http://www.drivethrurpg.com/product/128706/MELL007-The-Mines-of-Valdhum

Categories: Tabletop Gaming Blogs

Wednesday Comics: Storm Indexed

Sorcerer's Skull - Wed, 08/30/2017 - 11:00

I'll pause here in my review of Storm to index the albums in the sequence called "The Chronicles of the Deep World." Now's the time to catch up, if you missed them.

1. The Deep World 1, 2, 3
2. The Last Fighter 1, 2, 3
3. The People of the Desert 1, 2, 3
4. The Green Hell 1, 2, 3, 4
5. The Battle for Earth 1, 2, 3, 4, 5
6. The Secret of the Nitron Rays 1, 2, 3, 4, 5
7. The Legend of Yggdrasil 1, 2, 3, 4, 5
8. City of the Damned 1, 2, 3, 4, 5
9. The Creeping Death 1, 2, 3, 4, 5

Wayward Kickstarter - Dice and Danger Dragon's Lair (It Simply Doesn't Add Up)

Tenkar's Tavern - Wed, 08/30/2017 - 05:43

There are multiple problems with the Dice & Danger Kickstarter, but I'll stick with the obvious one. Math. Seriously, when your funding is simply based on "hidden monies" I don't care how cool your project looks, your dishonesty leads the way.

So, lets look at the math, shall we?

Average backer is in for $91.67

Total backing according to backer levels is $1,220

Backing according to Kickstarter is $2,750

Goal is $2,500

Miracle and unaccounted for backing is $1,530

So, what percentage of the backing of this project can't be accounted for?

56%

Holy shit! What a fucking facade!

Fuck the rest. This by and of itself is an obvious sign of bullshit backing.





Categories: Tabletop Gaming Blogs

Livestream - Zach Glazer, Bad Mike and Myself - Kinda Like NOW! (FGG Announcements)

Tenkar's Tavern - Wed, 08/30/2017 - 02:46
https://www.youtube.com/channel/UCybT0_3FM4iVfqE8b8-eFLg

Above is the link to the soon to be live livestream with Zack, Mike and myself.

Some Frog God Announcements incoming imminently.

Categories: Tabletop Gaming Blogs

Astonishing Swordsmen & Sorcerers of Hyperborea: Actual Play Impressions

19th Level - Wed, 08/30/2017 - 01:36


Including a character generation session, we had our third session of AS&SH last night. I reviewed it over four years ago but sometimes there's a world of difference between reading a game and playing it. So how does it play?

As I've mentioned, as far as the rules go it is in many ways a cleaned up version of AD&D. A bit more complicated than Swords & Wizardry but nothing anyone with gaming experience would have trouble with.

Having played it a few sessions there's a few things that I've noticed in play. First, despite being based on AD&D, the lack of demi-humans makes a big difference, even when you aren't going for deep immersion characterization. It definitely gives off the swords & sorcery vibe that the game is going for. While it lacks multi-classing, it does give some sub-classes that represent a number of fantasy and swords & sorcery tropes. For example, it is possible to play the traditional fighter/magic-user as a warlock. They favor the fighter side but make for reasonably effective magic-users. There is also a thief with some magical ability, feeling much like the Grey Mouser of the Lankhmar tales.

I am still coming to grips with the combat system - I excerpt the sequence below...

The idea is tour break down a combat round into two phases with characters who do not move being able to act in the first phase. So as I read it, a character who lost initiative but is stationary will act before a character who won initiative but is moving. I'm unclear if the intent is also within a side's phase if the sequence is melee, missiles, magic, then movement. That's how we played it but I've found that to be a touch awkward. I might give it a good rereading prior to our next game before I make any tweaks.

We've just begun playing through the classic AD&D Saltmarsh series. I'll likely do a full writeup on adaptation but for the most part it's been pretty smooth adapting it. There's certain creatures that don't feel quite right for the Hyperborean setting but for the most part I've found adaptation to be quite smooth. I suspect most classic adventures would port pretty easily which is quite handy for those of us in grad school part-time...

Overall I've been enjoying the game quite a bit. Like many old school games, the game rewards careful planning - the players quite value the henchmen they've hired to go into the adventure with them. I think the cosmic horror stories of HP Lovecraft remain my first love for gaming inspiration, but when it comes to fantasy, the Swords & Sorcery genre shares much in common with Lovecraft (indeed, many of the creatures in the setting are straight from Lovecraft).
Categories: Tabletop Gaming Blogs

Far West - Forlorn & Forgotten - Funded Six Years and Four Days Ago

Tenkar's Tavern - Wed, 08/30/2017 - 01:16

Thanks to +Eric Franklin for reminding me that Far West, the dead albatross around the neck of Gareth Sharka and everything he touches, funded six years and four days ago. Over six fucking years ago. Shit!

Does Gareth even have the balls to update his Kickstarter backers? No. and since Gareth is "holding off on updating until I have something major & concrete to deliver" you can expect the next update to be... never.

But yeah, keep writing those adventures for Star Trek and let your own IP lie fallow. Because, you know, people that believed in you and put money in your hands should be alternately ignored, lied to and spit upon for six years. Now THAT is some sort of customer service...


Categories: Tabletop Gaming Blogs

Legends of Sleepy Hollow is Coming from Greater Than Games

Gamer Goggles - Wed, 08/30/2017 - 00:24

Greater Than Games, LLC is pleased to announce Legends of Sleepy Hollow the board game.

St. Louis – August 29, 2017 – Legends of Sleepy Hollow is Greater Than Games’ newest game from the creative minds of Ben Pinchback and Matt Riddle, creators of the best-selling Fleet, Eggs & Empires, and Wasteland Express Delivery Service.

Unfold the tale of the mysterious disappearance of Ichabod Crane through the eyes of four Tarrytown residents who have strange ties to the supernatural in an ever-darkening Sleepy Hollow.

In Legends of Sleepy Hollow players take on the roles of four residents – undertaker Jeremiah Pincke, minister Elijah Kappel, Revolutionary War veteran Matthias Geroux, and tanner Emily Van Winkle – in a cooperative, miniatures-based, campaign game full of secrets and twists. During the game, players will use an action pool to move about, investigate, interact with their environment, or unleash powerful attacks and abilities that are unique to each character. Once selected, however, these abilities will be unavailable until that character’s action pool has emptied – a process that becomes more complex as that character gains fear.

Players will have to work closely together to overcome their fear, unravel the mysteries of the glen, and become true Legends of Sleepy Hollow.

Greater Than Games, LLC will kick off the Legends of Sleepy Hollow Crowdfunding campaign, October 17, 2017, on Kickstarter. A retail pledge option will be available.

The Project Artists:

Greater Than Games is privileged to be working with the following artists on this project.

Abigail Larson

Abigail’s work has been shown extensively throughout America from NYC to Los Angeles, as well as galleries in London, Paris, and Madrid. Her illustrations have been featured in various publications including Spectrum Fantastic Art, Art Fundamentals, The Graphic Canon of Children’s Literature, and Digital Artist among many other publishing houses such as IDW Publishing, Titan Comics, Pelican Books, and 3DTotal. Her fully-illustrated version of H.P. Lovecraft’s “The Cats of Ulthar” was released in November of 2016.

Colin Chan

Colin Chan is a professional artist who specializes in concept art and illustration. He graduated from the Kendall College of Art and Design in 2012, with a degree in digital media. Colin has worked for a multitude of companies as a freelance artist, covering a range of needs for illustration, marketing and concept art. Along with his work in freelance, he has also broken into the slot machine industry as a 2D animation artist.

Francesco Orrú

Francesco is a passionate digital sculptor and 3D artist, based in London, primarily focused on digital sculpting, 3D modeling, and texturing. He graduated from Bologna University and completed a Master of Arts degree in Computer Animation at Kingston University. While completing his masters he worked in 3D printing production, indie games, and wargame miniatures.

To sign-up for product updates, email marketing@greaterthangames.com. For live updates, follow Greater Than Games on Twitter  (www.twitter.com/GTGamesLLC) or on Facebook (www.facebook.com/GreaterThanGames).

About Greater Than Games, LLC

Founded in January 2011 by Christopher Badell, Adam Rebottaro, and Paul Bender, Greater Than Games, LLC designs and publishes tabletop gaming products.

Dice Hate Me Games was founded in 2011 by Chris Kirkman and is committed to bringing entertaining, innovative, and challenging games to the table and beyond.

Greater Than Games and Dice Hate Me Games merged in 2015, combining powers to maximize the awesomeness of the published games. The Greater Than Games team loves playing games and love their ridiculous process of game creation, and strive to produce high-quality games. Their passion for boardgames, dedication to quality, and guiding life philosophies are reflected in the innovative designers, keen developers, and talented artists they we choose to work with.

Note to Editors:

Greater Than Games will post key updates via the Twitter handle @GTGamesLLC. Engage with this content across the Greater Than Games social media channels on Facebook and Twitter. Graphic assets are available upon request. Email marketing@greaterthangames.co

Categories: Tabletop Gaming Blogs

Sword & Sorcery Hex Crawling, Campaign Comprise & Vault of the Dwarven King From Maximum Mayhem Dungeons Actual Play

Swords & Stitchery - Tue, 08/29/2017 - 18:04
Sometimes you've got to go back to basics & in this case its working out the internal adventure elements of our 'Old Solar System' campaign. So last night I popped a couple of beers with a friend & watched Ralph Bakshi's Fire & Ice. When your getting into Fire & Ice your getting into some of the top talent in the fields of animation, fantasy artwork, film production, artwork, etc. including Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

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