If you haven't heard of Red & Pleasant Land by +Zak Smith at this point, I will be a bit surprised. Then I will point you towards the interview that I did with Zak for Bleeding Cool.
A Red & Pleasant Land is an adventure/campaign/setting supplement for pretty much any edition of D&D ever. It is a rich and intriguing setting (a more in depth review will come along later) that treads new ground in gaming and moves thoughts about what you can do in a game setting at right angles to what is ordinary and accepted. The link at the top of this paragraph takes you to RPGNow and the PDF of the book.
Our group is listed among the playtesters for the book, so we saw a very early version of some of the material. We had fun with it and the strangeness of the world.
But, what if you aren't playing a D&D game? What if you still want to use this material with your game, when that game is (for example) the Classic Marvel Super-Heroes game that TSR published back in the 80s? Well, in that case you do what gamers always do...make some stuff up.
We're not going to jump immediately into the world of RPL. That would be silly, and besides then the players would be expecting what would happen. And a GM has to mix thing up when their players are cheating bastards who read the game books in advance in order to game a benefit during play.
In the book, there is a new character class called The Alice (the illustration for the class from the book and linked above used Connie, a member of Zak's home group). In the book they also call it The Alistair or The Fool, for those who would prefer non-gendered or male-gendered versions. The class itself remains the same. For our Marvel game, I'm coming up with a new Origin called The Fool. If you've never played the classic Marvel game there is a link above to a website that hosts a lot of material for it, including the long out of print rules. Origins in the game are sort of like archetypes, and they help guide the character creation rules of the game.
Converting between two games that have substantially different mechanical approaches, not to mention very different rules systems, can be tricky. Really, the best thing to do is to go for the intent of the original in the new system. Trying to make an exact conversion will lead to madness.
Much like with all super-heroes, The Fool doesn't seek out adventure as much as the universe throws it at them. Some call them "weirdness magnets," because strange things happen when they are around, things that the so-called "normal" super-heroes never have to deal with. Where other heroes deal with bank robbers and world conquerors, The Fool finds themselves dealing with parasite realities and hungry realities. Some say that there is a Doom that follows The Fool where they Patrol.
Bonuses
Those who embody The Fool get a +1CS bonus to their Intuition and Psyche, because of their stubbornness and fierce independence. They know what is going on around them, and are watching carefully what is unfolding around them, even if it doesn't look like they are watching.
Exasperation
The Fool is often the chosen of fate, and as such can often draw its attention in stressful situations. During these times, make a Psyche FEAT roll, the result of which determines how they get to roll on the Exasperation table on pg. 31 of Red & Pleasant Land. On a White FEAT, the GM rolls a d4 on the Exasperation table. On a Green FEAT, the GM rolls a d6 on the Exasperation table. On a Yellow FEAT, the GM rolls a d8 on the Exasperation table. On a Red FEAT, the GM rolls a d12.
The results of the Exasperation table in the book are fairly generic, so converting them to the Marvel game's rules should be fairly easy. I'm not going to quote the table, or convert it here...mostly because I want you to get the book or PDF for yourself. Honestly, it is worth your money. I plan on just doing conversions on the fly.
In the book, this ability is used once per game hour, but I think for the Marvel game I will make it into a once per session ability instead.
Fate's Champion
The Fool is chosen by Fate to lead the life of strangeness and adventure that they lead. Because of this relationship to the Cosmic Forces of Destiny, twice per game session you can take an advantage with rolls made. To take advantage you roll twice for the die roll attempted and take the higher of the two results. However because Fate is stepping in more directly, you cannot spend Karma on these rolls. Likewise, once per session you can cause someone acting against the character to take a disadvantage on a roll. This means that (typically) the GM will roll twice and take the lower of the two rolls as the result. Like with taking an advantage, Karma cannot be spent on this roll.
Powers
Rather than the standard powers in the Marvel game, use the D100 Level Up Table from Red & Pleasant Land instead. Change ability score increases to ability increases of the relevant equivalent ability in the Marvel game. Dexterity increases can be either Fighting or Agility increases, with the approval of the GM. If you should need a rank for the power, use the standard random rank tables. If you're playing the Advanced version of the game, The Fool rolls on the same table as Altered Humans.
Starting characters get two rolls on this table and can purchase further rolls for 500 Karma. That seems a reasonable number for now, but once we get to use this Origin in actual play we will see how that shakes out and change it appropriately. One of the things that I have always liked about the Classic Marvel game is that when you use your character's Karma you have to weigh present benefits against future advances. That is a very super-hero-y sort of thing in my mind.
Those are the basics for creating a Fool in a Marvel Super-Heroes game. There will probably be more to come once we start with play. Any questions or comments can be asked on G+ or Twitter.
Wednesday, December 10, 2014
Tuesday, December 09, 2014
The Slumbering Ursine Dunes
Are you one of the people who didn't back +Chris Kutalik's Slumbering Ursine Dunes on Kickstarter who is on the lookout for a good module for your old school D&Dish games? Well, you are in luck because the PDF is now available via fine purveyors of RPG materials online.
This is not your cookie cutter adventure. I really liked the weirdness of the adventure (War bear soldiers? Yes, please.) and Kutalik's use of a Moorcockian influence that wasn't Elric. I am not hating on Elric, it is just that there is a lot of good stories by Moorcock that didn't feature everyone's favorite albino sorcerer. It is good to see some of them making it into the inspirations for a role-playing adventure.
Written for Goblinoid Games' Labyrinth Lord retroclone, you can easily fit this into a campaign for any game build around similar mechanics to those of the early editions of D&D. With a little effort you could probably even run this with D&D 5e.
There are also a couple of new race-as-class Classes for Labyrinth Lord, and a couple of interesting new spells as well. The adventure is interesting and flavorful, and the book has some great art to it. I particularly like the back cover piece (at right). The weirdness of the module is enough to make it stand out from other adventures, without turning into a kitchy weird for weird's sake that can happen in the hands of a less skilled writer than Kutalik.
You also get a selection of interesting new monsters, pulled from Slavic mythology (according to the author) and filtered through the setting, these are more than just reskinned creatures or knock offs of older monsters. They are well thought out and not over powered for the character level of the adventure.
I recommend that anyone interested in modules that are outside of the same old, but who aren't looking for anything that is too out there and that can easily be slotted into an ongoing campaign. Whether you want to use the Slumbering Ursine Dunes as the start for a campaign, or as a sidetrack for characters looking for new excitements, there are things for you in this module. Reasonably priced at $9 for an adventure with new creatures, classes and spells, there is a little bit for everyone in Slumbering Ursine Dunes.
This is not your cookie cutter adventure. I really liked the weirdness of the adventure (War bear soldiers? Yes, please.) and Kutalik's use of a Moorcockian influence that wasn't Elric. I am not hating on Elric, it is just that there is a lot of good stories by Moorcock that didn't feature everyone's favorite albino sorcerer. It is good to see some of them making it into the inspirations for a role-playing adventure.
Written for Goblinoid Games' Labyrinth Lord retroclone, you can easily fit this into a campaign for any game build around similar mechanics to those of the early editions of D&D. With a little effort you could probably even run this with D&D 5e.
There are also a couple of new race-as-class Classes for Labyrinth Lord, and a couple of interesting new spells as well. The adventure is interesting and flavorful, and the book has some great art to it. I particularly like the back cover piece (at right). The weirdness of the module is enough to make it stand out from other adventures, without turning into a kitchy weird for weird's sake that can happen in the hands of a less skilled writer than Kutalik.
You also get a selection of interesting new monsters, pulled from Slavic mythology (according to the author) and filtered through the setting, these are more than just reskinned creatures or knock offs of older monsters. They are well thought out and not over powered for the character level of the adventure.
I recommend that anyone interested in modules that are outside of the same old, but who aren't looking for anything that is too out there and that can easily be slotted into an ongoing campaign. Whether you want to use the Slumbering Ursine Dunes as the start for a campaign, or as a sidetrack for characters looking for new excitements, there are things for you in this module. Reasonably priced at $9 for an adventure with new creatures, classes and spells, there is a little bit for everyone in Slumbering Ursine Dunes.
Monday, December 01, 2014
Magic Monday: Valiant's Punk Mambo
Magic Monday is going to be a blog feature that probably won't be as frequent as I want it to be, but it is what it is. In this feature I'll talk about new and old comics that deal with magical themes, whether horror, monsters, paranormal romance, spell casters or any other sort of magical features.
Punk Mambo is a one shot special from Valiant Comics that features a "punk" voodoo hougan, that apparently spun out of Valiant's Shadowman comic. I haven't kept up with Shadowman, so this issue is really all that I know about the character.
Written by Peter Milligan (Shade The Changing Man, Justice League Dark, Stormwatch, Hellblazer, Enigma and many, many other comics), with art by Robert Gill (Eternal Warrior, Armor Hunters: Harbinger and Grimm Fairy Tales: Alice In Wonderland), my first impression of the book was that it was the 90s again and I was reading one of the books from that early, wonderful burst of creativity that us Vertigo Comics. Punk Mambo could have easily been a Vertigo comic along side Shade or Animal Man or Swamp Thing. Peter Milligan writes an engaging story that doesn't need the character's previous appearances to explain it.
The art by Gill is evocative and draws you into the story, creating the character's world and breathing life into it. As good as the writing is, I don't think that this story would be as interesting without Gill's art. He makes you feel as if you are in a swamp and if you are in London, making each a vivid place and as unique as they should be.
While we don't really get an explanation of how a British punk ends up in the swamps of Louisiana, we do get a look at the character's voyage from Victoria, a rich kid in a private affluent to a gutterpunk on the streets of 70s London to her becoming the Voodooista Punk Mambo. I may not be the only one who saw a swipe at John Constantine in "Joe Mayhem," the punk voodoo guy who sets Victoria along her voodoo path.
Fans of magic and the supernatural in comics should enjoy this comic. The biggest "flaw" for me was the fact that by the time I reached the end of the 22 pages I was sad that this was not the first issue of an ongoing series. Spoiler alert: It should be!
I am glad to see that Valiant isn't just living in the past and spinning out past glories into new franchises. Creating new characters like this and expanding the corners of a vibrant and exciting comic universe means that the setting will not stagnant and we will see many more new stories and characters to come.
Punk Mambo is a one shot special from Valiant Comics that features a "punk" voodoo hougan, that apparently spun out of Valiant's Shadowman comic. I haven't kept up with Shadowman, so this issue is really all that I know about the character.
Written by Peter Milligan (Shade The Changing Man, Justice League Dark, Stormwatch, Hellblazer, Enigma and many, many other comics), with art by Robert Gill (Eternal Warrior, Armor Hunters: Harbinger and Grimm Fairy Tales: Alice In Wonderland), my first impression of the book was that it was the 90s again and I was reading one of the books from that early, wonderful burst of creativity that us Vertigo Comics. Punk Mambo could have easily been a Vertigo comic along side Shade or Animal Man or Swamp Thing. Peter Milligan writes an engaging story that doesn't need the character's previous appearances to explain it.
The art by Gill is evocative and draws you into the story, creating the character's world and breathing life into it. As good as the writing is, I don't think that this story would be as interesting without Gill's art. He makes you feel as if you are in a swamp and if you are in London, making each a vivid place and as unique as they should be.
While we don't really get an explanation of how a British punk ends up in the swamps of Louisiana, we do get a look at the character's voyage from Victoria, a rich kid in a private affluent to a gutterpunk on the streets of 70s London to her becoming the Voodooista Punk Mambo. I may not be the only one who saw a swipe at John Constantine in "Joe Mayhem," the punk voodoo guy who sets Victoria along her voodoo path.
Fans of magic and the supernatural in comics should enjoy this comic. The biggest "flaw" for me was the fact that by the time I reached the end of the 22 pages I was sad that this was not the first issue of an ongoing series. Spoiler alert: It should be!
I am glad to see that Valiant isn't just living in the past and spinning out past glories into new franchises. Creating new characters like this and expanding the corners of a vibrant and exciting comic universe means that the setting will not stagnant and we will see many more new stories and characters to come.
Tuesday, November 25, 2014
We Aren't Going To Take This Anymore
If you're "tired" of hearing about things that aren't geeky, you should probably skip this post. In fact you should probably just start skipping this blog altogether. We are who we are, and we aren't one-sided caricatures who only think and talk about certain things.
It just feels like things are on a downward slope here in the world, and it makes me sad. Bad things happened yesterday, and people of color were shown that they weren't important. It is weird that protests happened around the country, and yet the media decided to only cover the violence in Ferguson, as if that were the only thing happening.
This post is to archive some tweets that I made this morning, forgive the typo in one of them. I was typing on my phone. [Note: I added screenshots on November 6, 2022 just in case the Twitter problems cause my tweets to disappear. For now there are screenshots and tweets. If the tweets go away, I'll come back and edit again.]
If you think seeing reshares of the hateful things said online last night hurts, think about how the people they are directed at feel.
— Christopher Helton (@dorkland) November 25, 2014
We can't hide away and we can't pretend they aren't there.
— Christopher Helton (@dorkland) November 25, 2014
Some really horrible, terrible things were said last night by some hateful people online, and people like Wil Wheaton and Chris Kluwe were retweeting the things said to them by some of these people. Why, because we have to shine a spotlight on to this hate if we are ever going to make it go away. I have doubts about that sometimes, but it was even more disheartening that people were saying that they didn't want these things to be retweeted because they didn't want hate in their timelines.
We can't look away and we have to face these things. It is the only way that any sort of change will happen. It is easy to say that you don't want to see these things when they aren't directed at you, aren't part and parcel of your everyday life. But that doesn't take those things away, and that doesn't mean that we don't stare down these things in order to make a change in our world.
Then I tied it in with some geeky stuff, in a way, from my childhood, and a really good friend of mine from when I was growing up. His name was Marc Thomas, and in a lot of ways being his friend back then helped to make me into the adult that I am now. I don't often talk about these sorts of things because, well, mostly I think it isn't my job to justify who I am or where I have come from. All of us are on a journey through our lives, hopefully to get to a better place than where we used to be.
Something my mom told me recently hit home. When I was young, I made friends with the new kid in the neighborhood and his brothers.
— Christopher Helton (@dorkland) November 25, 2014
I didn't know that when we became friends his parents came to talk to my parents.
— Christopher Helton (@dorkland) November 25, 2014
His parents were worried there would be repercussions in a small Indiana town because of black kids playing with white kids.
— Christopher Helton (@dorkland) November 25, 2014
All I ever saw was another kid who liked comics and Star Wars.
— Christopher Helton (@dorkland) November 25, 2014
In fact, Marc introduced me to Matt Wagner, Grendel and indie comics. I still owe him for all of thatm
— Christopher Helton (@dorkland) November 25, 2014
He died too young from illness, and I never really got to properly thank him.
— Christopher Helton (@dorkland) November 25, 2014
I'm glad that my parents talked his out of not letting us be friends. A lot of who I am came from that friendship.
— Christopher Helton (@dorkland) November 25, 2014
All right. I'm done for now.
— Christopher Helton (@dorkland) November 25, 2014
The thing is, that I guess that I'm not really done. Not by a long shot.
This stuff in Ferguson is just another piece of an enormous iceberg of hate that is trying so hard to break through the surface of the world. Just like GamerGate is another one.
We are at a crossroads culturally in our world right now. We are looking back into the past, at a world where casual and institutional hate of people because of the color of their skin, or their sexual preference, or their gender identity were a accepted as the norm. We are looking forward into a future where we can all treat each other as humans and not worry about labels or descriptors. We are seeing that there are a lot of people who are all of a sudden surprised that they are in the future, and that their hate is not okay. Not by any stretch of the imagination. They are angry at the world because they have been left behind. This is not the fault of the world.
We really should be better than this, but because we aren't we need to keep up the fight. We need to not casually mock people of color or gays or the transgendered or those with any of the multitude of disabilities. It isn't easy, and so many things are culturalized that it doesn't make it any easier. But it isn't supposed to be easy. Being better people isn't supposed to be an easy thing, but it is supposed to be the right thing.
So many of us were brought up on a steady stream of comics, science fiction, movies and other media where the moralities were clear cut. We should know better than this, and we need to stop being silent. When someone says something hateful about the LGBT we need to shout them down. Not because of our friends who are LGBT, who can fight their own fights, but because it is the right thing to do. The same when people say hateful things about people of color. The same when people say hateful things about the mentally or physically handicapped. Things aren't going to change until we let the world know that hate is unacceptable.
Thursday, November 20, 2014
BRUTES -- A Fantasy Masterbook Game From Precis Intermedia
So, this filtered through my inbox:
Brett Bernstein is working on a new RPG, a fantasy game based on the Masterbook System and based upon the setting of his Brutes miniatures game. I'm sure that a dedicated Masterbook fantasy game will interest a lot of people. Click here for information as it develops.
Brett Bernstein is working on a new RPG, a fantasy game based on the Masterbook System and based upon the setting of his Brutes miniatures game. I'm sure that a dedicated Masterbook fantasy game will interest a lot of people. Click here for information as it develops.
20 Years of Daily Illumination -- Steve Jackson Games' Daily Illuminator
I've blogged here at the Dorkland! blog for just over ten years now. That's an accomplishment for sure. However, there's a blog that has been posting every day for twenty years now...and that blog is the Daily Illuminator from Steve Jackson Games. For twenty years the people over at Steve Jackson Games have been posting to the Daily Illuminator every day.
That is phenomenal and deserves some serious kudos from the folks at Steve Jackson Games.
If you haven't ever read the page you should do so now. They also have a convenient mailable version that will be delivered daily into your inbox as well.
Tuesday, November 18, 2014
Fantasy Gaming On The British Side: Pelinore
I meant to go live with this a week ago, and got wrapped up in some other things. Better late than never.
I've always been interested in the "British Arm" of the early days of British role-playing. Much like with the "US West Coast" style, they brought a different energy and style to that particularly Midwestern mode of fantasy role-playing and Dungeons & Dragons. The British, after all, are the ones who brought us The Fiend Folio and Warhammer Fantasy Roleplaying. Of course, they also brought us the Monstermark, so I guess that you take the bad with the good.
What has recently surfaced on the web is a netbook compiling the Pelinore campaign and adventures that were published in Imagine magazine. Imagine was started by Don Turnbull, who had written for White Dwarf (including creating the Monstermark system) and Games Workshop before working for TSR UK.
What makes this document so interesting is that it is a snapshot of an approach to fantasy RPGs that really doesn't exist any more. Some of it still exists in some forms in places like Warhammer Fantasy Roleplaying, but what you get in its current form is different from what you got as a game back then.
If I were starting a new game right now, I would probably dig into The Collected Pelinore as my setting. It is a realized world with interesting NPCs, maps, and some interesting rules variants for your old school D&D-ish fantasy games. One of the things that I found interesting was the section on capturing monsters (instead of killing them) for use in an arena, and how to calculate XP rewards for that. "The Arena doesn't want unfettered aerial monsters - who is going to pay to watch a harpie fly away?" That's just a great quote.
Ultimately the reason that I am spreading this around is because I think that we could use more diversity in our old school conversations. What people like Gygax and Arneson did to give us our hobby was a great thing, but getting to see the weird and wild directions that people take this hobby into is a great thing, too.
Update: Thanks to +Tim Huntley (in the comments), here is a link to a site that has scanned and compiled the original Pelinore into a PDF. I haven't read through this PDF yet, so I don't know how complete it is. The truth may lay somewhere in between this PDF and The Collected Pelinore. This is useful as much as an historical document, much like the Fiend Factory file below.
Update 2: +B. Scot Hoover, the architect of The Collected Pelinore is also archiving the Pelinore modules. Right now you can find two of them (In Search of the New Gods and The Awakening) on his Google drive. In Search of the New Gods is for characters 4-7th level, and The Awakening is for characters of 7-8th level. I'll leave this here for right now, but I will probably break these modules out into their own blog post once a few more of them come out.
A big thanks to +B. Scot Hoover for all of this hard work in preserving a piece of gaming history.
As an added bonus, I give you a compilation of the old Fiend Factory monster articles from the old days of White Dwarf. You may recognize many of these from when they ended up in the Fiend Folio, but these are the original versions of these monsters, as they were first published. Some are for D&D and some are for AD&D (the emphasis changed in the magazine when the new edition of the rules came out). This PDF is old and shop worn, and has been circulating the internet for a long, long time. I'm sure that most of you have seen it by now, but it is still a good artifact and for those few of you who haven't seen it...here it is.
I've always been interested in the "British Arm" of the early days of British role-playing. Much like with the "US West Coast" style, they brought a different energy and style to that particularly Midwestern mode of fantasy role-playing and Dungeons & Dragons. The British, after all, are the ones who brought us The Fiend Folio and Warhammer Fantasy Roleplaying. Of course, they also brought us the Monstermark, so I guess that you take the bad with the good.
What has recently surfaced on the web is a netbook compiling the Pelinore campaign and adventures that were published in Imagine magazine. Imagine was started by Don Turnbull, who had written for White Dwarf (including creating the Monstermark system) and Games Workshop before working for TSR UK.
What makes this document so interesting is that it is a snapshot of an approach to fantasy RPGs that really doesn't exist any more. Some of it still exists in some forms in places like Warhammer Fantasy Roleplaying, but what you get in its current form is different from what you got as a game back then.
If I were starting a new game right now, I would probably dig into The Collected Pelinore as my setting. It is a realized world with interesting NPCs, maps, and some interesting rules variants for your old school D&D-ish fantasy games. One of the things that I found interesting was the section on capturing monsters (instead of killing them) for use in an arena, and how to calculate XP rewards for that. "The Arena doesn't want unfettered aerial monsters - who is going to pay to watch a harpie fly away?" That's just a great quote.
Ultimately the reason that I am spreading this around is because I think that we could use more diversity in our old school conversations. What people like Gygax and Arneson did to give us our hobby was a great thing, but getting to see the weird and wild directions that people take this hobby into is a great thing, too.
Update: Thanks to +Tim Huntley (in the comments), here is a link to a site that has scanned and compiled the original Pelinore into a PDF. I haven't read through this PDF yet, so I don't know how complete it is. The truth may lay somewhere in between this PDF and The Collected Pelinore. This is useful as much as an historical document, much like the Fiend Factory file below.
Update 2: +B. Scot Hoover, the architect of The Collected Pelinore is also archiving the Pelinore modules. Right now you can find two of them (In Search of the New Gods and The Awakening) on his Google drive. In Search of the New Gods is for characters 4-7th level, and The Awakening is for characters of 7-8th level. I'll leave this here for right now, but I will probably break these modules out into their own blog post once a few more of them come out.
A big thanks to +B. Scot Hoover for all of this hard work in preserving a piece of gaming history.
As an added bonus, I give you a compilation of the old Fiend Factory monster articles from the old days of White Dwarf. You may recognize many of these from when they ended up in the Fiend Folio, but these are the original versions of these monsters, as they were first published. Some are for D&D and some are for AD&D (the emphasis changed in the magazine when the new edition of the rules came out). This PDF is old and shop worn, and has been circulating the internet for a long, long time. I'm sure that most of you have seen it by now, but it is still a good artifact and for those few of you who haven't seen it...here it is.
Thursday, November 06, 2014
Goblinoid Games' Cryptworld Hits Distribution
This is excellent news from the Goblinoid Games website:
I am proud to announce that CRYPTWORLD is the first Pacesetter title to be in distribution in 30 years! Now Pacesetter horror is available to you at your local game store, so if you have been waiting to support your local retailer pay them a visit and if they aren't stocking it yet place an order. The book is available through the usual channels, such as Alliance or ACD.Goblinoid Games' Cryptworld is the spiritual successor to the old Pacesetter tabletop role-playing game Chill. Currently, you can get it in PDF or print from the RPGNow website, but being able to order it from your local gaming/comic store is very good new for the game, and for fans.
Classic Elric Comics Return From Titan Comics
Some of you may remember when the now sadly defunct comic company Eclipse Comics had the rights to do Elric in comic form. If you don't remember this, then you are lucky because you are going to get to experience them for the first time through an upcoming reprint series from Titan Comics.
"Unforgettable action and intrigue...a must-read for any fans of science fiction, sorcery or sword-and-sorcery epics!" - Comics Bulletin
"Richly deserves to be back in print...Can’t wait to return to the Dreaming City!" - SFX
"A terrific book." - Jeff Vaughn, Scoop
Collecting the first volume of the classic adaptation of Michael Moorcock’s bestselling fantasy saga, Elric of Melniboné marks the perfect introduction to the series’ iconic antihero, his fabled blade, Stormbringer, and his harrowing adventures across the Dragon Isle.
Adapted by former Marvel Comics editor, Roy Thomas, and beautifully rendered by longtime comics illustrator,Michael T. Gilbert, and the multiple Harvey and Eisner award-winning P. Craig Russell, this definitive collection marks an essential read for all fans of sword and sorcery and brings the Moorcock’s epic tales to life with luxuriant imagination.
The Michael Moorcock Library - Volume 1: Elric Of Melnibone hits comic stores February 18, 2015 and is available to order now from your local comic store using Diamond code NOV141648.
Writer: Roy Thomas
Artist: P. Craig Russell, Michael T. Gilbert
Format: 176pp – HC - FC
Volumes In Series: 1 (of 15)
Publisher: Titan Comics
Price: $22.99/$25.95 CAN /£18.99 UK
ISBN: 9781782762881
Release Date: February 18, 2015
Diamond Order Code: NOV141648
To pre-order via Amazon visit:
http://www.amazon.com/Michael-Moorcock-Library-Vol-1-Melnibone/dp/1782762884/
For more information visit:
http://titan-comics.com/c/182-the-michael-moorcock-library-elric-vol-1-elric-of-/
Connect with Titan Comics
https://twitter.com/ComicsTitan
https://facebook.com/ComicsTitan
"Unforgettable action and intrigue...a must-read for any fans of science fiction, sorcery or sword-and-sorcery epics!" - Comics Bulletin
"Richly deserves to be back in print...Can’t wait to return to the Dreaming City!" - SFX
"A terrific book." - Jeff Vaughn, Scoop
Collecting the first volume of the classic adaptation of Michael Moorcock’s bestselling fantasy saga, Elric of Melniboné marks the perfect introduction to the series’ iconic antihero, his fabled blade, Stormbringer, and his harrowing adventures across the Dragon Isle.
Adapted by former Marvel Comics editor, Roy Thomas, and beautifully rendered by longtime comics illustrator,Michael T. Gilbert, and the multiple Harvey and Eisner award-winning P. Craig Russell, this definitive collection marks an essential read for all fans of sword and sorcery and brings the Moorcock’s epic tales to life with luxuriant imagination.
The Michael Moorcock Library - Volume 1: Elric Of Melnibone hits comic stores February 18, 2015 and is available to order now from your local comic store using Diamond code NOV141648.
Writer: Roy Thomas
Artist: P. Craig Russell, Michael T. Gilbert
Format: 176pp – HC - FC
Volumes In Series: 1 (of 15)
Publisher: Titan Comics
Price: $22.99/$25.95 CAN /£18.99 UK
ISBN: 9781782762881
Release Date: February 18, 2015
Diamond Order Code: NOV141648
To pre-order via Amazon visit:
http://www.amazon.com/Michael-Moorcock-Library-Vol-1-Melnibone/dp/1782762884/
For more information visit:
http://titan-comics.com/c/182-the-michael-moorcock-library-elric-vol-1-elric-of-/
Connect with Titan Comics
https://twitter.com/ComicsTitan
https://facebook.com/ComicsTitan
Tuesday, October 28, 2014
Delta Green RPG Beta Playtest Files
Since I've been asked a couple of times for information about this (and since it seems a playtest announcement kind of day), Arc Dream Publishing announced a couple of weeks ago that they were doing open beta playtesting for the upcoming, standalone Delta Green Roleplaying Game. I have looked (briefly) over the playtest files, and I like what I see. The game (at this point) is still backwards compatible with the previous Delta Green material, as well as with other Call of Cthulhu material.
The file does mention that the final product will have open gaming content, so that looks promising as well.
Interested parties should check out the Dropbox folder that Arc Dream Publishing has set up, play some games, and check in with them about your feedback.
As a long, long time Delta Green fan, I am looking forward to this game now a lot more than I was a year or so ago, when it was first announced.
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