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The Finer Elements of Inner Planar Adventuring

Sorcerer's Skull - Thu, 08/02/2018 - 11:00
The original of this post appeared in 2014.

It's not an uncommon complaint on the internet that the Elemental Planes are boring because they're featureless expanses of the same thingm, which is sort of like saying dungeons are boring because thy're just empty spaces underground, or wilderness adventures are dullsville because it's just a whole bunch of trees. Most environments are probably not in and of themselves terribly interesting. They're interesting because of (a) what you can put in them and (b) the additional challenges their nature presents to PCs. I would also say that the Elemental Planes can be an interesting cosmological element in a setting even if not viewed as a place to go adventuring, but it's "place for adventuring" I'm going to focus on here.

First off, the Elemental Planes as typically described are for the most part pretty hostile to human life. I don't think that's a bad thing, necessarily. High level adventurers have access to a lot of great technology (i.e. magic) to protect themselves. Guarding against equipment failure and avoiding changing conditions certainly creates a lot of tension in science fiction books and movies; there's no reason it can't be put to similar effect in gaming. It's resource management that's more than just counting.

Here are some brief ideas and inspirations for Elemental Plane adventures:


Air
This one's probably the easiest, with flying creatures, cities on clouds and the like. I would draw some inspiration from sci-fi imaginings of life in the atmosphere of gas giants. The plane of air should only be featureless like space is featureless: there should be pieces of stuff falling/tumbling through it. There should be air-dwelling Portuguese man o' war type things and air-whales like living zeppelins that one can travel or even live on. Reliance on the strongest air streams for travel would ensure that there were certain air caravan routes.
Inspirations: the Cloud City of Bespin in The Empire Strikes Back, the Star Trek episode "The Cloud-Miners," The Mysterious Explorations of Jasper Morello, Castle in the Sky (1986), Last Exile.


Fire
Fire is like a really big star, though it's surface is much cool. There would be islands of rock (and by islands, I mean things bigger that continents) floating across it, or great metal craft drifting through it's smoke-choked corona. It would, of course, be populated (though perhaps not exclusively) by beings (jinn?) composed of Fire who did very similar stuff to Prime Material humans but were fiery while doing it.
Inspirations: Any Adventure Time episode dealing with the Fire Kingdom, the neutron star life of Forward's Dragon's Egg, parts of Sunshine (2007), Secrets of the Fire Sea by Stephen Hunt.


Earth
This plane is a huge sphere (or block or tesseract, or whatever) of rock, riddled with tunnels and chambers. In other words, it's a dungeon in three dimensions. It's sci-fi asteroid mining and molerat sapients, too.
Inspirations: Dig Dug, the Star Trek episode "Devil in the Dark," Derinkuyu.


Water
Like Air, it's fairly easy to see what to put into the Plane of Water, but maybe difficult to see why you wouldn't just do that stuff on a Prime Material ocean. I would say it's like an extraterrestrial ocean planet: You can make it far more exotic than you would the oceans of your main campaign world. Societies would have vertical and horizontal borders. Different depth layers would be like different levels of a dungeon, except (depending on how science fictional you got) adventurers might need increasing pressure protection to descend to the next level.
Inspirations: Neptune's Brood by Charles Stross, The Abyss (1989), Finding Nemo, 20,000 Leagues Under the Sea, Blue Submarine No. 6, Sub-Mariner, Aquaman, and Abe Sapien comics.

[REVIEW] The Exfiltrators

Beyond Fomalhaut - Thu, 08/02/2018 - 05:03

The Exfiltrators (2018)by Lance HawvermaleSelf-published5th to 7th level
The ExfiltratorsFirst things first, this module was produced by one of the best Kickstarter campaigns I have seen. The objectives were simple and clearly laid out. The product description stated the designer’s aims without cloudy obfuscation and deceptive language. There were no stretch goals to build false expectations and stretch out production into infinity, and the pitch was based on a written, edited manuscript. The Kickstarter did something which very few Kickstarters actually do: it was meant to bridge the gap between manuscript stage and delivery. Finally, the campaign was launched February 2018, and the completed books were delivered April 2018. Hardcore! This approach gets my official endorsement. If you want to crowdfund something, this is the way to do it. (Note also that it raised all of $1,613, which makes my wisdom highly dubious.)
In The Exfiltrators, you must enter Velgate Prison, the kingdom’s most notorious penitentiary for those criminals who have to be put away very securely. The place is staffed by professionals, the prisoners are under continuous surveillance, and escape is impossible. Time to prove the warden wrong – your characters either get to break out of the most secure prison in the land, or break into the prison to investigate who is targeting them and other adventurers with perfectly orchestrated ambushes.
A good prison break hinges on confronting an interesting, complex security system to find its gaps or contradictions, and exploit them for your purposes. This is how they work. Unfortunately, Velgate Prison itself is completely underwhelming, which is not a good thing as the module’s lynchpin location. You would expect “the kingdom’s most notorious jail” to be a sinister, imposing and labyrinthine place, with prisoners lost somewhere on the lower levels. Instead, you get a much more modern and much-much more modest outfit using the panopticon design. It is, in fact, mostly one big room with a central observation chamber surrounded by multiple stacked levels of cells with the inmates inside them. This one room carries much of the adventure. All the rest of the prison is made up of humdrum support rooms like the guard barracks, the weapons locker, the quartermaster, and personal domiciles for the senior staff. It is all firmly in the “fantastic realism” school, mostly stating the obvious.
Nipple rings and tattoos: clearly EVULThere are altogether 12 guards in the whole prison, ten inmates, and (beyond individual jail cells, which are counted separately in the key) 15 keyed areas, including a sloping passage, a description of a door, etc. The prisoners are your motley crew of maniacs, murderers and bandits, given lots of personal details and some personal effects. One of the intended ways to play the module is to get caught in the panopticon and McGyver an escape plan from old combs, hairpins and what have you while under watch. There is a convenient deus ex machine / complication due to a haunting spirit if the plan doesn’t succeed. In a more interesting case, the characters enter as investigators, and must pick the falsely accused from the convicts who deserve to rot. This is a good deal better (it is left to the GM who is who).
I must admit writing this review was hard. I had to read and reread parts of the module to recall the details, which doesn’t usually happen. The material is slippery, lacking the memorable bits which stick in your mind. Outside the aforementioned panopticon and a weak extraplanar plot thread (including the laziest planar maze I have ever seen), the module seemed to lack a distinct character. It is more in the late AD&D style where the game abandoned conceptual simplicity for increasingly self-referential designs. In my mind, this is an important paradigm shift. Early AD&D starts out as an open framework which finds inspiration in outside sources it incorporates into its own logic (rules, procedures, content). It is straightforward, action-oriented, sometimes not very elaborate, but it is open to new infusions of pop culture. Comic books, horror movies, TV shows, pulp fantasy, mythology and all kinds of board and puzzle games the players enjoyed could find a way into their shared imagination. Late AD&D, in contrast, becomes a closed world which largely refers to its own legacy.* Reusing and combining pre-existing elements becomes the norm.
One feature of this period is the substitution of rules and canon knowledge in place of finding new outside stuff to mine. The stuff that turns up in Sage Advice, the worst column in gaming after the Ecology of… series. This module has both of that in spades; it relies on rule exploits to build some of its encounters, and the AD&D canon to build its background. This is more a personal taste than a design issue, but I don’t like it. I can appreciate someone who knows the AD&D rules deeply enough to use them creatively (this is a skill I never mastered), but here, we mostly find mechanical creativity instead of something out of the box – on the other hand, it is not the kind of vanilla I enjoy. If you like late 1e and 2e, this might be more to your taste.
The demiplane of randomly generated suckageHowever, the cop-outs sting. The setup includes a thoroughly choreographed ambush where the orchestrator is “meant” to get away, and the adventure really stacks the deck in his favour. By the book? 100% by the book. Are magical commando tactics legitimate in AD&D? Logically, they would evolve in a magical setting, but again, this is a device which feels off. Multiple times, the GM is instructed to add or subtract opponents to scale the module. The prison has a secret deus ex machina NPC who is meant to even out the odds. If you need him to open the cell doors and let the PCs get away, he will give them the key, just like that. Or “a crowbar appears magically beside one of the PC’s cots”. Yes, that’s a quote. Or “using shape change, the Boy in the Box appears as a giant lizard or other monster, prompting the guards to flee the spire and regroup elsewhere”. Or if you need him to open a door leading to the extraplanar segment, he will be there for the characters. I can’t help but be reminded of a quote from Once Upon a Time in the West: How can you trust a man who wears both a belt and suspenders? The man can't even trust his own pants.
The writing is competent and obviously done by someone who knows how to write prose, but it is not a good adventure text. The sentences work but it is a dreadful reference where information gets lost and the information you get is often not the right kind of information. A high wall: “Optionally, the PCs can throw a grapple onto the wall’s upper edge, but quick-thinking players might believe such sounds have a chance of alerting one of the guards.” An observation post: “The windows have been darkened with a special alchemical process so as to permit the guard to see out while blocking attempts to see inside the spire from without. However, those with infravision can still clearly see the heat signature of the guard within.” A lot of clutter; a lot of important details left in obscure corners of the module, the works.
The Exfiltrators is not a cynical cash grab, and it is not designed carelessly. There are parts of it which are competent; the author is a writer who has been published professionally in fiction, poetry and RPGs. Some of his modules are fairly good. This scenario isn’t. It reminds me of the worse kind of Dungeon Magazine adventures (quoth Bryce: “Jesus H. Fucking Christ I hate reviewing Dungeon Magazine.”) Verdict: Skip this harder than Skip Williams.
No playtesters are listed for this publication.
Rating: * / *****_____________________* Note: in recent decades, this trend has turned into an endless recycling of the D&D classics. These exercises have more to do with brand-building and IP management than actually learning from the things the same products were attempting to do.
Categories: Tabletop Gaming Blogs

1214

Looking For Group - Thu, 08/02/2018 - 04:00

The post 1214 appeared first on Looking For Group.

Categories: Web Comics

Blue Pill Trauma

The Rational Man - Wed, 08/01/2018 - 23:02

Something I’m asked a lot is,…

“How do you unplug a guy from the Matrix? All of this Red Pill awareness about intersexual dynamics has radically changed / saved my life for the better!  I want to let my friends, my brothers, my dad, know about how this knowledge will help them in their relationships, with the women their involved with, and dealing with women in life in general.

This stuff is SO IMPORTANT. But I run into such resistance from even my close friends and family. What can I do? I want to give these guys your book and discuss it rationally with them. I want to pass on this awareness like you encourage, but it’s like they’re just unwilling to see the truth. They don’t even want to talk about it. They just want to persist in doing shit that’s frustrating them and dealing with women from a blue pill perspective. Rollo, how do I help my brother?”

There was a time when I was a moderator on the SoSuave forums when we would discuss exactly this question. The frustration of knowing that your brother or your best friend could be living such a better life if only they would open their eyes and see how they’ve been trapped in a way of thinking about intersexual relations that they were conditioned to accept from a very early age. Believe me, I still get frustrated today. I see stories about how a guy like the one in the discussion above here is on the verge of despondency or suicide because they’re unable or unwilling to consider anything outside the box that the Blue Pill will allow for.

That’s a pretty serious thought. Blue Pill conditioning, and a guy’s capacity to break away from it, is literally a matter of life and death. Now, imagine you’re a Red Pill aware man and you have the experience of seeing your best friend or brother’s descent into relationship madness only because his ego-investments in the Old Set of Books wont permit him to think any other way. They’d rather put a noose around their neck than reconsider their investments in how things ought to be between men and women.

She’s My Everything

We’re going to come back to this question later in this essay, but now I’d like you to have a look at the IM exchange I had a reader make me aware of on Twitter this week. I apologize for the resolution; the tweet was deleted not long after I commented on it and I had to rely on screen captures. What you’re looking at here is an exchange between a very invested Blue Pill guy and the thought process guys like this typically go through when the woman they’ve made their ‘everything’ wants them gone. There’s a lot going on in this and I wanted to parse it out here. When you’re Red Pill aware for any length of time it can sometimes be confusing to see the thought process that Blue Pill conditioning predisposes a guy to. The Red Pill Lens is one of the gifts (and curses) of having unplugged, and internalizing the awareness can make us somewhat confused or jaded to the experiences of guys who are still plugged in and trying to make their blinded understanding of intersexual dynamics work for them.

“Can this guy really not see why this girl wants to get away from him?” From a Red Pill perspective we might think this guy is an idiot for not seeing what he’s doing. It’s plain as day for us so their must be something wrong with him, right? Usually, the only thing wrong is that these guys’ Blue Pill conditioning has limited them to understanding their situations from that old set of books – the rule set that they believe (like a religion) that ‘quality women’ acknowledge and play by too. Lets try to put this jadedness aside for a moment.

[…] I can’t take my mind off of you no matter what I do and yesterday I literally cried for an hour in my room because I didn’t know what to do. I just really need you in my life and it kills me to know that I have messed our relationship up,…

This kid’s (it reads like he’s an adolescent) whole exchange is riddled with self-incrimination. This is an intrinsic part of Blue Pill conditioning – the guy is always at fault in any break up. Even with his now ex’s admission of her own complicity in their split, he’ll have none of it. If a relationship, a marriage, fails it is always because a guy wasn’t invested enough; even if she cheated on him the Blue Pill conditioned mind will only accept his complicity in her looking outside the relationship. I should also add that this is an integral part of the Promise Keepers mentality as well as the ‘Oprah-Marriage Counselor Approved’ notion that “relationships take a lot of work” and it’s always a man’s responsibility to qualify himself for a woman’s intimacy by maintaining that work.

As a result, the Blue Pill mind automatically defaults to self-blame and looks to find ways to negotiate some kind of new work-program that will ‘fix’ the ‘broken’ relationship he somehow caused. Blue Pill conditioned men are still men, and as such they default to the deductive reasoning that we’re largely predisposed to. So in that Blue Pill state it seems like logic to look for solutions that will put the relationship back together again. This is how Blue Pill men’s minds work; they have a set of (Old Books) rules they believe everyone is, or ought to be, playing by and since he also believes the lie of coequal agency (blank-slate) between men and women he thinks a woman’s desire and intimacy can be deductively bargained with.

He realizes his failing and will be sure to correct it. But that’s not how all this works. In fact, it’s this very acknowledgement that only reinforces this woman’s decision to leave him. Hypergamy is rooted in doubt, and it turns out he is as Beta and optionless as her Hypergamous hindbrain suspected. His reaction to her confirms it.

[…] how can you just cut me out of your life so quickly? I want to make things better and work on our relationship because I know what it can be, why don’t you want to work on it?

I’m trying to avoid most of the clingy emotional shit in this exchange. Blue Pill guys will pepper in their emotive state even in the best of times in a relationship, but when they’re facing a break up, that’s when all the stuff he’s been taught about vulnerability being a strength turns into a huge liability for him. Not to mention it disgusts the woman leaving him.

Here we see the standard Blue Pill bewilderment over why this woman he’s deeply invested in can so casually blow him off and move on. Isn’t she playing by the same rulebook he’s been playing by since he learned to dutifully put women as his mental point of origin? I linked my War Brides essay in his quote above because this is the nuts and bolts reason as to how women can, and often do, move on so quickly. It is literally part of women’s preinstalled mental firmware to have the capacity to turn on a dime with their emotions.

Next he makes the Blue Pill appeals to Relational Equity and declares his willingness to ‘work on the relationship’ in order to fix it. In a breakup this ‘work on the relationship’ narrative works against women; particularly if the guy they’re leaving is overly invested in equalism. He’s been taught that “open communication is the key to any healthy relationship®” so he’s confused as to why his coequal ‘soul mate’ wouldn’t want to work on things and patch it up. When things are good the ‘work on things’ narrative is a benefit for women getting the things they want, but when she wants to leave a Blue Pill guy (usually because she wants to open herself to better Hypergamous options) it’s a leash around her neck. Why doesn’t she want to ‘work on the relationship’?

This is really what defines his outlook on this breakup, but he can’t see that it’s what his Blue Pill conditioning has embedded in his ego. He is incapable of interpreting his situation in any other way.

So, yeah, it gets worse. Now we discover that this guy has done exactly what I explained most Blue Pill men do when they define themselves by their ego-investments: the Blue Pill kills their capacity not to just achieve their dreams, but to have dreams or ambitions at all. We have a guy whose dreams center on being the “perfect boyfriend”; the guy who’ll literally do anything to make it work. A ‘good relationship’ is his highest aspiration, so when that woman isn’t playing her part – playing by the ‘do anything to make it work‘ rule set – the response is usually to find fault in himself, because to find fault in his ‘soul mate’ is to question the whole Blue Pill mental apparatus.

But still, she won’t play ball, so there are 3 possibilities: The first and go-to reason is that he must’ve fucked something up somehow. The next is that there’s something wrong with her because she’s not playing by the same rules he was conditioned to believe women play by. And lastly there’s something wrong with his entire ego-invested Blue Pill outlook on the whole rule set. That last one is the most difficult and unlikely conclusion a guy will ever come to.

Out Come the Knives

More often than not this is the stage at which the woman involved begins building her defenses against the attacks her ex Beta boyfriend is lobbing at her in an effort to explain why “working on the relationship” isn’t solving his fear of having to be single (and optionless) again. You’ve got a Blue Pill conditioned guy who believes he’s done everything by the books and is now very confused that his commitment to ‘making it work‘ hasn’t earned him the Relational Equity that any coequal, co-rational, woman should count towards his value to her. Whatever he did that was ‘wrong’ should be paid for by that equity. And anyway, the rules clearly state that open communication and negotiation are what’s expected from her too, right?

Only, that ‘equity’ isn’t protecting him from a Hypergamy that can’t afford for her to spend a minute longer with him. But he doesn’t know this, so, like any deductive Beta he pleads his case and this is what sets off her defensiveness.

Even the sweetest, most unassuming wallflower of a girl has her ego intimately linked with Hypergamy. Optimizing Hypergamy is her Darwinistic prime directive in life. So when just the notion of her being forced to compromise that optimization looks like a possibility she rebels with the intensity of a survival instinct level of self-preservation. There was a time when social controls were expected to buffer the worst exploits women would use to optimize Hypergamy. Arranged marriages, social and religious conventions, peer pressure, etc. were all, in some part, a means to controlling this survival instinct, gut level anxiety – and instituting a degree of control over Hypergamy by men and society.

Today, in our post Sexual Revolution dystopia, the idea that a woman might be personally or socially expected to compromise her Hypergamous stakes in life is met with that reflexive, feral, survival instinct. This is why women bristle at the idea that they might ever need to “settle” on Mr. Good Enough once they reach their sexual market expiration date. It’s like telling their hindbrains that they need to consider spending the rest of their lives invested in children that aren’t as good as they might be had they held out a little longer. Hypergamy bets a woman’s life on a future with a given man, so yes, it’s very muck a survival instinct.

All of this gets compressed into the hostility a woman feels when a ‘lesser man’, one confirmed to be unworthy of that lifetime bet, essentially tells her she wrong for betting on him and then removing her bet. That feral response comes at him full force, but only after she’s absolved her complicity in playing along with his Blue Pill paradigm. She needs to be able to explain to her ego that she did try to ‘let him down easy’ before she ripped off the bandaid in one go. Now he’s “crazy”, “needy”, has “mommy issues” is “insecure” and various other rationales as needed to keep her ego blameless for what she really knew was his dedication to the Blue Pill.

He’s Blue Pill, but He’s Crazy

I’m sure there are men and women alike reading this and thinking, well, this guy is genuinely disturbed. Maybe he’s just an Incel who made good for a while and then his codependency surfaced and she wisely ejected from the relationship. That seems like an obvious take, but I’m going to argue that all Blue Pill conditioned guys are this guy. That life-long conditioning plays on men’s innate Idealism and fosters exactly his way of thinking. When women are your conditioned Mental Point of Origin, rearranging your life to accommodate “working on the relationship” is a natural progression. Getting Zeroed Out is a lot easier when you’re taught to believe that you literally cannot live without a woman.

Finally, we come to the point where this guy – maybe the friend you’ve been trying to unplug before something like this happened – is confronted with staying the course, self-righteously accepting his dumping and clings even more so to his Blue Pill Lens on the world, or he develops some introspect and confronts the idea that his outlook on the set of rules he’s been playing by is not valid. The most common way men find the Red Pill community is via an experience like this. Unfortunately, it often requires a significant life trauma to shake the sleeping man awake, but having your outlook on intersexual dynamics challenged is the only way most men will ever be open to anything contradictory.

When men ask me, “Rollo, my friend, brother, dad, are heading towards something awful, how do I get them to realize they need to unplug?” I have to say wait for the right time. There are some guys who will make this transition on their own and all it might take is your handing him my book and talking about it. There are some guys who will come to it because what they’re doing isn’t bearing fruit in their personal lives and they become Red Pill aware because circumstances pushed them that way. But most men are Betas. Most of them have lived through an extensive conditioning that put them right where this guy is, and most of them will fight you tooth and nail for trying to convince them they were raised the wrong way.

It’s sometimes just easier to ghost on these men, but what do you do when it’s your brother who White Knights at any opportunity in spite of being run through the machine of a Blue Pill social order?  My best advice is to wait for your moments. A lot of people will tell you that it’s manipulative to lay the Red Pill on a guy who’s at his most vulnerable, but it requires a stripping away of all the Blue Pill pretense and mind-fuckery to really make a cogent case and unplug the guy.

I would always advise that you stay honest, open and forgiving of the guy. Most likely he’s told you how fucked up or misogynistic your world view is in his White Knighting efforts in the past. It’s like he ridiculed you for thinking you could ‘educate him’. You have to let that go when you make your case for Red Pill awareness. It would be better to ghost him than to be vindictive, gloating or tell him “I toldja so.” Let him tell you you told him so when he thanks you later.

As an aside here I need to draw readers’ attention to just how vulnerable this shit makes Blue Pill, Beta mindset men to the predations of what I call “Success Porn” brokers. One of the most fucked up outcomes of understanding how Blue Pill idealism affect men is the desire to capitalize on this weakness by Purple Pill life-coaching hacks. One in particular is RSD’s (Real Social Dynamics) new “get me a girlfriend game” program that, in my opinion, plays directly on this hopeful Blue Pill “make it work” idealism.

“Life Coaches” see this neediness as a perfect niche to sell Blue Pill dreams back to guys who want to cling to their Blue Pill security blankets in Red Pill awareness. How miraculous would it seem to think you’re Red Pill savvy enough to make all your old Blue Pill dreams – the ones you went through hell to disabuse yourself of – come true. Hacks like this are too happy to ruin your life for you in rekindling that fantasy as long as you buy the premier edition of their “program”. Caveat emptor.

 

Categories: Miscellaneous Blogs

Thief’s Forture Returning to Kickstarter

Gamer Goggles - Wed, 08/01/2018 - 19:58

FOR IMMEDIATE RELEASE

ATHENS (July 2018) – Nabbarah: A city full of wonders and stories to be told awaits. Will you manage to live your best possible timeline and take charge of your own fortune? This Card-Drafting, Engine Building Game returns to Kickstarter on August 14th. Don’t miss out!

A Thief’s Fortune, designed by Konstantinos Kokkinis and Sotiris Tsantilasand published by Artipia Games is a game for 1-4 players that take glimpses of the future and create alternate paths of their common life in the city of Nabbarah. They might lead different paths, but they all are the same person. Which player will create the most promising timeline?

The game will releaunch on Kickstarter on August 14th, featuring new improved aspects at a lower price.

The game

A Thief’s Fortune is a competitive Card Drafting & Engine Building game for 1-4 players that lasts 45 to 90 minutes.

The game revolves around a Thief who has just come across a mystical item that allows him to see glimpses of the future.

Each player represents a different timeline of that character and through the various choices and actions of each player, separate alternate paths are formed.
New Features of A Thief’s Fortune KS Campaign:

New reduced price

A Thief’s Fortune now features a new reduced price of $36 for the base pledge (reduced from $42). This was achieved by focusing more on the card game aspect and replacing the Wooden Resource Tokens with Custom Cardboard Tokens. The game is thus made accessible to even more people.

New Larger Game Board

Reduced price does not mean reduced quality. The game’s table presence was improved by including a beautiful, new game board! This board is going to have 3 main uses in the game:
Firstly, it is used for tracking the current Round and the players’ Fortune Points.
Secondly, it includes the “Common Future” area. This is an area where cards are placed each round and are considered part of each player’s Future. Players may interact with them as if they were in their own future, allowing for more combos and cool interactions among the players!
Finally, the board has spaces where piles of all the resource tokens can be placed during the game.

First 48-Hour Gift

All backers that will pledge during the first 48 hours of the campaign, will be getting a special gift, as a token of our gratitude. For those that pledge afterwards, that gift will still be available as an add-on, so they can increase their pledge amount accordingly to add it in their pledge.

Returning Customer Treat

Finally, to express our deep appreciation to those who supported us in the first, canceled campaign and to all those who have pledged in our recent Kickstarter projects, we are going to give a Returning Customer Treat for free, as we promised! New backers will also be able to get it as an add-on through the campaign.

*Returning backers for this campaign are those who backed one of the following: Kitchen Rush, Whoosh: Bounty Hunters, Fields of Green: Grand Fair, Kitchen Rush: Piece of Cake and the canceled A Thief’s Fortune campaign.

Categories: Tabletop Gaming Blogs

Two 5150 Adventure Series Coming Out this Week!

Two Hour Wargames - Wed, 08/01/2018 - 19:25

Here come the core rules of two brand new 5150 series. Missions is all about military ops while No Limits let's your Star travel the 5150 universe by spaceship while adventuring in large cities and small settlements. Both share similar mechanics and are compatible with each other as well as all our 5150 titles.
Both have the core rules for each series and we have tons of upcoming adventures for both. So whether you want to play strictly military squad level games or take your crew traveling on a variety of adventures, we got you covered.
And we'll take it a step further; because they are compatible you can move your Stars between both sets!
Each includes its complete core rules, 16 stand alone Scenarios for you to use as you like, 16 Linked Scenarios forming one Story, an appropriate Battle Board, and color card stock counters to get you into the game quickly. Playable with any minis you may already have.
Watch for more info in the next two days - and they should release later this week.


Categories: Tabletop Gaming Blogs

Cryptozoic and Warner Bros. Consumer Products Announce Release of DC Deck-Building Game: Crisis Expansion Pack 4

Cryptozoic - Wed, 08/01/2018 - 13:00

Cryptozoic Entertainment and Warner Bros. Consumer Products, on behalf of DC Entertainment, today announced the limited release of DC Deck-Building Game: Crisis Expansion Pack 4 at Gen Con, August 2-5, followed by a full retail release on August 8. The expansion can be added to any game in the popular DC Deck-Building Game series to introduce cooperative play, Unity cards that can combine for powerful effects, and Personal Crisis cards that directly affect the owner of the card.

Categories: Tabletop Gaming Blogs

Wednesday Comics: Storm is Coming

Sorcerer's Skull - Wed, 08/01/2018 - 11:00

After a bit of hiatus, I'm getting ready to return to my survey of Don Lawrence's Storm (hopefully) next week. To catch you up since it has been a while, here are the installments so far on the current volume "The Living Planet":

Part 1
Part 2
Part 3

More OSR Observations on The Basic Dungeons & Dragons Rule Book By Tom Moldvay

Swords & Stitchery - Wed, 08/01/2018 - 06:10
For me Basic Dungeons & Dragons was a sort of weird transition point between original Dungeons & Dragons to Holmes then to Basic. The whole theory behind the product for me didn't feel so much as a new beginning but a transition of adventure play. We didn't bother with taking our games over to Advanced Dungeons & Dragons until much later on. The Advanced Dungeons & Dragons Monster Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

233

Looking For Group - Wed, 08/01/2018 - 04:00

The post 233 appeared first on Tiny Dick Adventures.

Categories: Web Comics

16 Dice and Card Games to Kickstarter - But What Are They?

Two Hour Wargames - Tue, 07/31/2018 - 23:55
Here's the tentative 16 games.  2 Hour Dungeon Crawl Friday Night Fights - Boxing Game 5150 Back Alleys Bright Lights - Sci-Fi RPG  Hell Hath No Fury - WW2 Tank Battles 5150 Bugs Into the Tunnels Joust 5150 Fighter Pilot Quarters - Quarter Horse Racing Alien Fight Night Red Sand Black Moon - Fantasy Gladiators Casino Carnage - All Things Zombie Red Sand Blue Sky - Gladiators Charioteers of Rome Win or Go Home - Car Racing Dead Heat - Zombie Racing Wire to Wire - Thoroughbred Horse Racing
Where the card game may share the title with an existing minis rules set, the mechanics are different and all you need to play is in the box, expect for the dice. But we'll offer dice cheap and separately instead of putting them in each box - and having to charge you for them.
Categories: Tabletop Gaming Blogs

WWE and Foxtel Extend Long-Standing Partnership to Air WWE Programming Live in Australia

First Comics News - Tue, 07/31/2018 - 21:16

07/31/2018

SYDNEY & STAMFORD, Conn.–(BUSINESS WIRE)– WWE (NYSE:WWE) and Foxtel will extend their partnership into its 19th year with a new agreement to broadcast WWE programming live in Australia, including flagship shows Raw® and SmackDown®, as well as WWE’s live pay-per-views events.

Foxtel’s FOX8 will continue to air Raw live at 10 a.m. on Tuesdays and SmackDown live at 10 a.m. on Wednesdays. For the first time, FOX8 will re-air Raw on Tuesday nights in primetime and SmackDown on Wednesday nights in primetime, and FOX Sports will air one-hour versions of Raw and SmackDown in primetime each week. Foxtel Now will make both shows available On Demand following their airings.

“We are delighted to extend our long-standing partnership with one of the biggest brands in entertainment, and increase our WWE offering across both our linear channels and On Demand,” said Stephen Baldwin, Director of Foxtel Networks and On Demand. “WWE has such a passionate fan base in Australia, and Foxtel is pleased to be able to continue bringing this popular content to our customers.”

“Foxtel is a long-time, valued partner who shares our vision and passion for engaging and entertaining our fans,” said Michelle Wilson, WWE Co-President. “This agreement allows us to continue showcasing our unique blend of action-packed, family friendly entertainment across Australia.”

Fans can also order all of WWE’s live special events on Foxtel pay-per-view channel Main Event, including WrestleMania®, SummerSlam®, Survivor Series® and Royal Rumble®. Additionally, new this year are WWE weekly highlight shows Afterburn® and Bottom Line®, which will be available On Demand on Foxtel Now.

Categories: Comic Book Blogs

ARCHIE MEETS SPOTIFY TO LAUNCH NEW MOTION COMICS

First Comics News - Tue, 07/31/2018 - 20:50


Video Series Based on Best-Selling Archie Comic Book Latest Forward-Thinking Move by Publisher

July 31, 2018 – Archie Comics and Spotify have teamed to adapt the publisher’s critically acclaimed and bestselling comics into a video series streaming live on the music platform. The new six episode series, live now only on Spotify, is the next part of Archie’s continued effort to expand to new audiences and story-telling mediums with its wide array of world famous characters.

“Archie has always been about trying to find new ways to get comics to fans and readers,” said Archie Comics Publisher/CEO Jon Goldwater. “And when the opportunity to work with Spotify arose, it was a perfect match. Being able to reposition these modern classics for new readers in this unique, motion comic format makes perfect sense and we can’t wait for fans to experience these beloved Archie stories in a new way.”

The series will be based on the internationally bestselling ARCHIE comic book by writer Mark Waid and artists Fiona Staples, Annie Wu, and Veronica Fish. The series debuted in 2015 and ushered in a new era for Archie and his friends, reintroducing the beloved cast with a modern twist. Each of the first six issues will be adapted into its own motion comic episode, only available on Spotify. The series, entitled “Spotlight Archie — The New Riverdale,” will be created by Madefire, the technology enabled content company specializing in digital and motion comics.

Categories: Comic Book Blogs

ATZ Evolution Mock Ups

Two Hour Wargames - Tue, 07/31/2018 - 20:38
Artwork in and samples coming soon. Zombies, humans, battle boards and more.

Three survivors run into five zeds on the street. There will be 12 Battle Boards included and twenty card stock counters. Look for the release next month.

Categories: Tabletop Gaming Blogs

Kickstarter Progress - 16 Card Games

Two Hour Wargames - Tue, 07/31/2018 - 18:12


Here's an update to the upcoming 16 games Kickstarter
Above is the box that each game will come in

Here's a picture of the opened box. Still working on how the rules will fit in.

Some of the artwork on the cards. The backs are color coded for the function of the cards and flip it over to see what it does. Finishing off the rules presentation and want to be sure it works with the box.
I want this Kickstarter to work, no excuses and not take a year to fulfill! 
Categories: Tabletop Gaming Blogs

GenCon 51, Booth #2129

Looking For Group - Tue, 07/31/2018 - 16:56

Not super clear on how it happened, yet again, but I’ve got to wake up in about 12 hours to get on a plane bound for Indianapolis, home of Mike Pence and future birthplace of Gilead. Still, I can’t help […]

The post GenCon 51, Booth #2129 appeared first on Looking For Group.

Categories: Web Comics

Facebook Live and YouTube Live: July 2018

Moogly - Tue, 07/31/2018 - 16:53

Time to wrap up July! This morning on Facebook Live I have a recap of the Crochet Guild of America Conference, and a sneak peek at August! And on YouTube this afternoon, I’m talking about all the different “shapes” yarn can come in, and my favorite tools to deal with it! Disclaimer: This post is sponsored [...]

The post Facebook Live and YouTube Live: July 2018 appeared first on moogly. Please visit www.mooglyblog.com for this post. If you are viewing this on another site they have scraped the content from my website without permission. Thank you for your support.

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Categories: Crochet Life

Various Sets of Miniatures for Sale

Splintered Light Miniatures - Tue, 07/31/2018 - 16:33
Some various sets for sale. Price included in caption.  Actual shipping costs on top of the prices below.  thanks.


Dark Crystal $75







Categories: Tabletop Gaming Blogs

Robots vs Princesses #1 preview

First Comics News - Tue, 07/31/2018 - 16:28

Robots vs Princesses #1

writer: Todd Matthy

artist: Nicolas Chapuis

covers: Nicolas Chapuis (A)

              Nicolas Chapuis (RI-Virgin)

FC  |  32 pages  |  $3.99  |   All Ages               

The comic event of the year has arrived! When plucky Princess Zara stumbles upon the Decimator defector Wheeler, she sets in motion events that will pit the spritely cleverness of fairy tale princesses against the raw power of giant robots! The dream match you never thought you’d see begins here. Don’t miss it!

Categories: Comic Book Blogs

Red Sonja Amanda Conner Statue Artist Proof preview

First Comics News - Tue, 07/31/2018 - 16:28

Red Sonja Amanda Conner Statue Artist Proof

Art: Jason Smith (sculptor), Amanda Conner (art)

Price: $149.99

ONLY 99 STATUES IN THE WORLD!

Comic book sensation Amanda Conner’s depiction of Red Sonja has been immortalized in this Limited Edition Artist Proof variant statue! Dynamite Entertainment proudly brings this fan-favorite comic book artist’s vision of the She-Devil with a Sword to three dimensions with this hand-painted, limited edition resin statue! Based on Conner’s cover artwork to Red Sonja: The Black Tower #1, the statue is sculpted by Jason Smith, measures approximately 7.5″ high, and stands on a 3″ wide base. Including a numbered Certificate of Authenticity and shipping in a full-color display box, the Red Sonja by Amanda Conner Statue reveals our well-armed warrior, ready for action!

Categories: Comic Book Blogs

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