Friday, April 05, 2013

Dorkland! Roundtable with Eddy Webb


I spoke with Eddy Webb of CCP/White Wolf on the Dorkland! Roundtable recently. It was a good talk and we spent some time talking about all things LARP and LARPing. I've never done any LARPing, so it was an interesting discussion for me. It is good to see how other people approach their modes of gaming, and to learn how you can take the approaches from LARPs and tabletop RPGs and see how you can apply them to each other.

Norse Mythology-Inspired Monsters For Swords & Wizardry

This post is taken from some notes that I made for a campaign world for Swords & Wizardry inspired by Norse mythology. Norse myths were one of the first that I got into when I became interested in mythology as a kid (I think that the copy of Edith Hamilton's Mythology that I received from a grandmother was to blame for all of that). The ideas that I have had for this world are probably the most "metal" of my D&Dish ideas, being inspired by Leiber's Fafhrd and the Gray Mouser, Jack Kirby's Thor: Tales of Asgard and the myths themselves. Maybe one day I will get to expand this into a full setting. Characters would be Aesir and Vanir warriors, roaming the Nine Worlds looking for adventure.

I think the fact that I picked the version of Immigrant Song from The Girl With The Dragon Tattoo movie is telling that I'm not going to be all that traditional or "metal" in my interpretations. Keep in mind that this isn't intended to be a strict historical or mythological interpretation, so liberties have been taken for the sake of fun and gameablity.


We come from the land of the ice and snow,
From the midnight sun where the hot springs flow.
The hammer of the gods will drive our ships to new lands,
To fight the horde, singing and crying: Valhalla, I am coming!


Fenrir
Fenrir (also known as Fenrisulfr or Vanagandr in the Northern tongues) is a monstrous black wolf that bedevils the Aesir and Vanir of the Nothern Lands. Fenrir is close to the size of a full-grown bull elephant and is covered in dark, mangy fur. The wolf is highly intelligent and is prophesized to be one of the forces that will take part in the world's end.

Many adventurers have claimed to have brought the end to the wolf, including many Aesir and Vanir warriors, but still the beast comes during the night to raze and kill.

It is said that the wolf can move freely among the Nine Worlds.

HD: 8
AC: 2 [17]
Attacks: bite (1d10), 2 claw (1d8)
Saving Throw: 8
Special: reforms within 6 days of being killed (roll 1d6 to determine the number of days), hit only by magical weapons
Move: 20
Alignment: Chaos
Number Encountered: 1
Challenge Level/XP: 10/1400

Jotunn
Also known in the Northern tongues as the Hrimthurs, the Jotunn are a race that plague the Northern Lands from their ice and mist-filled lands of Niflheimr. The both fight against the Aesir and Vanir, and sometimes work along side of each other as well. The relationships between the three races is complicated and it is not unusual for them to interbreed. While called giants, because of their large size, Jotunn are in fact not Giant in size (as the S&W game thinks of giants). They tower over the Aesir and Vanir, by a foot or more, and are exceptionally strong.

Jotunn are either extremely beautiful, sometimes rivaling even the most beautiful among the Aesir and Vanir, or monstrous in appearance. The monstrous Jotunn are chaotic and twisted in their appearance, with claws and multiple limbs and heads. The Jotunn are an older race than the Aesir or Vanir, being the offspring of Ymir, the first being.

There is another race of Jotunn that live in the land of Muspell and are known as "fire" Jotunn. Like Fenrir, they are prophesized to take part in the end of all things when they raze the Nine Worlds with their fires. "Fire" Jotunn are not often seen, and do not wander the Nine Worlds, like their brethern. Referees may want to use the Jotunn as a template and add fire-based abilities to that to simulate these fiery giants.

HD: 5
AC: by armor worn (which has to be specially made to fit their larger bodies)
Attacks: punch (1d8), by weapon
Saving Throw: 12
Special: --
Move: 15
Alignment: Chaos
Number Encountered: 1-10, plus a 6 HD leader if more than three
Challenge Level/XP: 6/400

Einherjar
Not strictly monsters, the Einherjar are the heroic dead picked by the Valkyries to reside in Valhalla until their need in the battles at the end of days.  They look as they did in their lives, like strong and brave Northern warriors. They spend their time waiting in Valhalla, drinking, eating and practicing their fighting with each other. Any Einherjar killed again in combat rises up again in Valhalla the next morning.

Einherjar are very rarely encountered outside of Valhalla, but sometimes Odin will entrust one or two of them to Aesir that are on particularly important or dangerous missions.

HD: 4
AC: 5 [14] (ring mail and shield)
Attacks: by weapon (typically battle axe or bastard sword)
Saving Throw: 13
Special: if killed, return to life in Valhalla the next morning
Move: 12
Alignment: Law
Number Encountered: 1-3 if guarding, 1-100 in Valhalla
Challenge Level/XP: 5/240

Svartalfar
These so-called swart or black elves are probably closer to what fantasy games think of dwarves than elves. They are the craftmen of the Aesir and Vanir and dwell in the lands of Svartalfaheim. Their disposition towards the Aesir and Vanir tends to bad, as they have put up with generations of being ordered and threatened by the two races. Jotunn tend to be on slightly better terms with the Svartalfar. They tend to stay to themselves in their caverns of Svartalfaheim, creating great items and artifacts and tending to their forges. For enough money (which is often a lot) or pledges of favors, the Svartalfar will work their magics and create items for the Aesir and Vanir. If attacked, or organized into war parties, they will be carrying powerful magical weapons and items that they have created.

HD: 3
AC: 9 [10], 3 [16] if armored
Attacks: by weapon, always magical weapons of at least +2
Saving Throw: 14 (+2 against magic)
Special: --
Move: 10
Alignment: Chaos
Number Encountered: 1-6
Challenge Level/XP: 4/120

Wednesday, April 03, 2013

Short Order Heroes

I've met some interesting people around Google Plus, a lot of people who are doing more than just talking about gaming...they're doing things and making the games that they want to have out there. One of these people is +Jesse Butler. He's got a Kickstarter coming up for what he's calling a hybrid of card games and RPGs. Short Order Heroes is sort of what he says it is, and what it is isn't half bad.

Obligatory Crappy Phone Picture
I received a promo deck of the cards in the mail from Jesse. What you get is a deck of 50-some (I admit that my phone rang while I was counting the deck and I lost count) playing card-sized cards, each with a quirky and evocative piece of art, an adjective (tied in to the piece of art) and a number. The number is there so that the cards can be used with a task resolution system (there are very brief rules enclosed with the deck). I really like the style of the artist (billed as Eleanor Ferron). I like quirky art. It reminds me a lot of the art of Jana Christy from Very Vicky, a favorite indie comic of mine from the 90s. The art in conjunction with the adjectives can very quickly give you some personality hooks for a character, or NPC.

Now, the idea of these cards is that you "make" a character by drawing three cards and using the adjectives on the cards describe your character. I can see this as a starting point for a character, but I do think that it would definitely need more meat (even for me). The idea of the adjective-based character creation would mesh well with a game like Fudge, where adjectives are already a part of the system. I can also see these cards as a way to come up with a personality for Generic NPC #5 that the GM is recycling a writeup of another NPC and wants a quick way to differentiate the two characters. I'm not saying that this approach isn't without merit, or use, but I think that it just needs a little more meat on its bones. And this is coming from someone who likes rules light games.

I can definitely see using this as a part of my next Fudge-based or PDQ-based game. It is a very cool tool, and GMs can always use a new tool in their toolboxes. The Kickstarter will definitely be worth a look when it starts up.

Bone Hill Remix Adventure

In a conversation with +Wayne Humfleet over on G+ he pointed out the old Internet Archive pages for WotC. Nosing around I found the pages from when they put up some of the old AD&D modules for free download. Nothing is ever lost on the internet.

+Zak Smith has been doing some cool remix projects, both on his blog and over on Google Plus, and one of the items that I found via the Internet Archive made me think of what he was doing, and how something cool could be done with it. Obviously this is still copyrighted material, so all of this is done as homage or parody or fair use...whatever gets the blog into the least amount of trouble.

So, what I found (and that I totally had forgotten about) was a Rich Text File of the text from the AD&D module L1: "The Secret of Bone Hill," along with some maps and a few interior pieces of art. And then I thought that this would make for a cool remix project for people. Go to the link, and the files are just underneath where it goes. Then do a search & replace, or cut and mix the text into something new, cool and fun. Then release it into the wilds so that everyone can share your cool adventure.

The quality of the images isn't great, but there are some great tool to create something new and weird. Just remember: no OGL or publishing these things, because we don't really own them. If you have questions, ask over there.

Once you have your remix, link it in the comments on this post or over on my G+ post and I'll gather them all up and link to whatever you do with them. This could be some fun, I think Go remix Bone Hill!

Friday, March 29, 2013

Swords & Wizardry Blog Appreciation Day

Over in the land of Google Plus, +Erik Tenkar and I discussed doing a follow up to the highly successful Basic Fantasy RPG Blog Appreciation Day with an appreciation of another old school system. Since I have been running a Swords & Wizardry game via G+ Hangout since the summer, and Erik is gearing up to run one for his face to face group, we thought, "Why not do one for Swords & Wizardry?" A couple of emails with +Matt Finch later and we have the basics. A Swords & Wizardry Appreciation Day is now set for April 17th and bloggers are rapidly coming on board. At the time of this posting we were about to reach 20 bloggers, and we will probably have more by the time we're done.

I even made a "snazzy logo" for it:


If you're interested in participating, go to Erik's post linked above and sign up in the comments.

Wednesday, March 27, 2013

Hero Games' Steve Long On The Dorkland! Roundtable

I think that the Hero System gets a bit of a bad rap among gamers. Yeah, it can be a complicated approach to gaming but without variety we would all be playing the exact same dungeon crawls still. I talked with Steve Long about Hero Games, its history and some of the flack that it gets from gamers on the Dorkland! Roundtable. Say what you will about the Hero System, but Steve Long is a man who is passionate about gaming and about the Hero System and this passion came through in the interview. I hope that you enjoy watching it as much as I enjoyed talking with him.


Blog Grooming

I imported the posts from a couple of blogs that I made and really never used. They seemed like good ideas at the time, but it's probably best to just have everything pointing into one place. My 4 Color and Ignition blogs have been taken down (not that there were many people checking them out) and the posts are now a part of this blog. Both of these blog dealt with (long gestating) game design projects anyway.

Probably the only post of any interest to people will be the review that I did of the first issue of Brian Wood and Becky Cloonan's Belit story arc on Dark Horse Comics Conan the Barbarian comic. I'll have to follow up with the other two parts. If you aren't reading Brian Wood's work on Conan the Barbarian, or pretty much any other comic he's writing, you're missing out on some of the best writing being done in comics today.

Crowdfunding A GenCon Trip

I want to go to GenCon. I will admit that part of the reason why I want to go is so that I can blog about all of the cool things that happen there and share them with everyone. Of course, I do want to experience them first hand. I've run this blog for almost 10 years not, the anniversary of this blog will be in September, and I had wanted to do a big tour of conventions and celebrate my bog's anniversary with a gigantic festival of geekiness. The sad truth is that attending conventions, particularly big ones like Dragon-Con or San Diego, is very expensive, particularly when you're flying from Florida.

I had sort of given up on being able to do anything special for the anniversary of my blog (although I still have some neat giveaways planned for the fall). But then I'd seen a few people using this site called GoFundMe to help get money for things like moving expenses and other things. I thought, "why not a trip to Gen Con?" I brought it up online, and some people whose opinions are important to me said that I should do it. So I am.

Click on the badge and you can go to my GoFundMe page. I'm asking for $2000 to defray the costs of travel and hotel to Indianapolis for the convention. In my first 24 hours I made over $100, and I am very thankful for that but obviously I need more. Every little bit will help and will be appreciated.


I'm also willing to line up special interviews or other promotional considerations, if publishers or game designers would like to contribute to the campaign. Just send me a message with your GoFundMe pledge, or contact me via email or social media. I'm not all that hard to find.

Honestly, this wasn't an easy thing for me to do. And I can completely understand if you think that I'm just trying to get others to pay my way. In a way, that is true but I'm not being disingenuous about it and I'm not secretly hiding my millionaire status in order to get others to defray my expenses. I'm this guy who likes geeky stuff and likes to talk about it with other people.

Sunday, March 24, 2013

Green Ronin's Chris Pramas on The Dorkland! Roundtable

I spoke recently with Chris Pramas of Green Ronin Publishing about his history as a gamer, designer and publisher. We talked about trying to expand fantasy gaming in new directions, with settings like Testament and The Trojan War and games like Blue Rose. We also talk a bit about how gamers react to the "different" that they ask for.


Also be sure to check out Green Ronin's Kickstarter for a new Pathfinder edition of Freeport (ending in just 8 days from the time of this post).

Tuesday, March 19, 2013

Dungeons of Dread: The Classic AD&D S-Series of Modules Reprinted

Updated with some thoughts on the actual product.

 Out today, according to the Wizards of the Coast website:
Dungeons of Dread is a hardcover collection of four classic, stand-alone Advanced Dungeons & Dragons adventure modules -- S1: Tomb of Horrors, S2: White Plume Mountain, S3: Expedition to the Barrier Peaks, and S4: The Lost Caverns of Tsojcanth -- complete with original black-and-white interior art.

S1: Tomb of Horrors: In the far reaches of the world, under a lost and lonely hill, lies the sinister Tomb of Horrors. This labyrinthine crypt is filled with terrible traps, strange and ferocious monsters, rich and magical treasures, and somewhere within rest the evil Demi-Lich.

S2: White Plume Mountain: It has always been a subject of superstitious awe to the neighboring villagers. People still travel many miles to gaze upon this natural wonder, though few will approach it closely, as it is reputed to be the haunt of various demons and devils. The occasional disappearance of those who stray too close to the Plume reinforces this belief. Now, the former owners of Wave, Whelm and Blackrazor are outfitting a group of intrepid heroes to take up the challenge of recovering these magical weapons from White Plume Mountain.

S3: Expedition to the Barrier Peaks: From the preface by Gary Gygax: "This module was begun early in 1976 when TSR was contemplating publication of a science fantasy role playing game. Jim Ward had already shown us some rough notes on Metamorphosis Alpha I thought it would be a splendid idea to introduce Jim’s game at Origins II, and introduce the concept to D&DO players by means of the tournament scenario. I laid out the tournament from old “Greyhawk Castle” campaign material involving a spaceship, and Rob Kuntz helped me to populate the ruined vessel."

S4: The Lost Caverns of Tsojcanth: In the Yatil Mountains south of Perrenland there is rumored to be a magical hoard of unsurpassed value, a treasure of such fame that scores of adventurers have perished in search of it. Find the perilous Lost Caverns of Tsojcanth and you may gain the hidden wealth of the long-dead arch-mage—if you live!
Item Details

Release Date: March 19, 2013
Format: Hardcover
Price: $39.95
ISBN: 978-0-7869-6461-1
It looks like it is going to be reproductions of the original modules, put together in a single hardcover. I'm looking forward to seeing these because the only one of these modules that I saw the first time around would be Barrier Peaks. I'm looking forward to giving these a spin with my new Swords & Wizardry Complete books (just arrived yesterday). I will post more when the book arrives.

Update
Now that I have a copy of this in my hands, I have to say that this is a physically impressive product. Except for what appears to be scanning troubles in a few place (with fuzzy, low rez pictures on a couple of pages), the art is very well reproduced and the slick paper causes the black and white art to pop off the pages.

I will be honest...I never played any of these adventures the first time around. In our gaming neck of the woods in the 70s and 80s, adventures were hard to come by (no real local gaming-related store until probably about 1984), so we never played published adventures. I'm sure that this probably gave us a completely different D&D/AD&D experience back then, but we liked it. Seeing this volume of classic adventures shows me some of the things that I missed out on.

These are some brutal adventures. Tome of Horrors is considered by many to be the example of a killer dungeon. Expedition to the Barrier Peaks introduced science fantasy (in an official way) to AD&D. This is some formative stuff right here.

As someone looking at these adventures with a fresh, and contemporary, eye, I think that they have held up well. I can see running these here and now for a group of players. Obviously, it would take the right group of players. These adventures are challenging, and can grind down a party of characters. Not everyone is cool with that approach and some will be upset about having characters killed. That's all a part of the cover charge for something like this, and that is all right by me. Of course, I would be the GM so it is easy for me to say that it would be fun.

If you have never experienced these adventures, I definitely think that you should. Buy this book, run these adventures and kill some characters. This is the old school, unadorned by any of the modern add-ons of the Old School Renaissance. If you have experienced these adventures, maybe it is time to do so again. None of us are 12 any more, and it could be interesting to see how modern us reacts to these adventures, with a few more years of experience under our belts. Regardless, Dungeons of Dread is must have in the library of any GM with an interest in older styles of play.

Tuesday, March 12, 2013

Dorkland! Roundtable with Richard Iorio


Last week I spoke with Rouge Games+Richard Iorio II about his history as a gamer, getting into designing and his work with getting Rogue Games going, and his games Colonial Gothic and Shadow, Sword & Spell. We spent a lot of time talking about older games and what about them motivated his current approaches to designing games.

Vornheim Running Low + Micro Review

Last night, or maybe this morning, +Lamentations of the Flame Princess posted this on Google+:
If you want a physical copy of Vornheim and you see it on a store shelf or in stock at your favorite webstore, GET IT. My distro warehouse person said last night they had 1 left, so whatever's in stock is pretty much it.

As you know, LotFP is a bit backlogged at the moment and Zak's next thing is A Red and Pleasant Land so it'll be a bit before we get to Vornheim again.

(Thing is with small press, resources are limited and tying them up with reprinting an older title often seems less interesting and lucrative than doing a new project because sales of the reprint would be considerably slower than a brand new thing, even if in the long run Vornheim has the greater sales power - which we can't know ahead of time...)
I haven't talked much about Vornheim on here, but it has slowly but surely worked its way into my gaming since I picked it up last summer. Regardless of what edition of D&D you may play, this book has great ideas that will find use in your games. I use the tables like Search The Body constantly, to give quirky little flavorful items to characters. The urbancrawl rules are great for coming up with city maps in a hurry. The names and titles tables are great for coming up with a name for that NPC that you had to come up with on the spur of the moment. This doesn't even scratch the surface of the cool tables that make up the front and back covers of this book. +Zak Smith has come up with two tables that allow you to figure out everything from the to hit and damage of NPCs, to the level of wizards, to the cost of beer in an inn by making a single die roll. These tables are beautiful and elegant in their simplicity and utility. I will use them for as long as I run fantasy games.

Basically, all of this means that if you see copies of Vornheim in your FLGS, or on your favorite web store, buy it. Buy it now while you can still get this in actual book form. It might be a while before you can get another chance.

Saturday, March 09, 2013

Sherman, Fire Up The Wayback Machine and Find Some Vintage RPG Files

I will admit that I was looking for a copy of the original text file version of Fudge (purely from nostalgia because that was actually how I was introduced to the game back in the 90s). A Google search found it, but alas the website was defunct. However, thanks to the Internet Archive's Wayback Machine I found the RPG page for the missing TEXTFILES (it was the 90s so you should think of it in all caps) site.

You want old school, this is where you want to look. In addition to the Fudge rules (plus addenda) you can find old Chaosium Digests, old early free RPGs, and netbooks for AD&D, Rifts, Shadowrun and other games. It even has the old Highlander hack for oWoD there.

There's a convenient .zip archive of the entire page, so I just downloaded that. Rediscover some "lost" gaming history now.

Friday, March 08, 2013

Fudge ASCB: Fantasy, Part I

Yesterday I put up the SRD page for Fudge: ASCB. As I said, periodically I'm going to put up notes and ideas for Fudge-based things on here, and that will be my baseline.

Fantasy is a cornerstone of our gaming, and it is something that I have thought about a lot. Most of my ideas have revolved around trying to smoosh D&D into a Fudge paradigm, and that just doesn't work. There is a Fudge build for fantasy (it originally appeared in the Fudge Expanded Edition rules put out by Grey Ghost, but it is derived by Steffan O'Sullivan's 5-Point Fudge variant). I like it, but I want something a bit lighter and less traditional.

This is obviously going to be more than one post, and while I'm not going to shove D&D into a Fudge hack, I am going to convert some D&D materials over. That's the fun part of Fudge and d20 both being released under the OGL, I can move monsters and spells back and forth.

If you haven't looked at the Fudge: ASCB page yet, you might want to now. The terminology will make more sense.

Aptitudes
What D&D calls classes (Fighter, Thief, Magic-User, Cleric, etc.) we will use what ASCB called Aptitudes. These aptitudes will handle the basics of what classes do in broad strokes. A Fighter fighting. A Thief stealing. A Magic-user using magic. A Cleric smiting divinely. The broadest applications of these things will be your character's aptitudes. These are ranked on the standard Fudge attribute ladder. There will be more than the basic four, because otherwise it will be hard to make characters look different. I think Bard will be needed. Outside of that....I don't entirely know yet. I still don't want a straight up D&D knockoff. We've already got D&D and it does what it does just fine.

Specialties
These are like aptitudes, but more specific and they help clarify the exact abilities that your aptitude gives you. They also help set apart characters, so that one character who has the Fighter/Cleric combination of aptitudes can look different from another one. They are player defined, so that will take care of most of that, but I do want samples. Combat maneuvers, for example. I think my posts on Old School Clerics and Fighters will help with making some predetermined Specialties.

Cultures
This is an easy one. Basically what other games call races will be cultures in this hack. The nice thing about that is that it is also easy to make Cultures into cultures if you're interested in a more human-centric game, like something inspired by REH. But for most, Elves and Dwarves and all of those things will fit neatly into a Culture.

Backgrounds
This represents your character's  place within their culture. In many cases it is an occupation, or something like that, but in the case of this hack I am going to imagine it as who your character was before they started on the adventuring lifestyle.

There will be other things, of course, like magic to worry about, but I already have some ideas on that. I am looking forward to fleshing out some of these ideas here on the blog.

Thursday, March 07, 2013

Tomorrow: The New G+ Hangout Campaign

We started a new game this week. We have had a lot of fun with our Swords & Wizardry games over the last few months, but we decided that it was time for a change of system and genre for a bit. As most people who know me know, I am a big fan of the Fudge RPG, so after a few false starts that is what I pitched to the group. We're using a variant called ASCB for the characters, with a few embellishments on my part.

We made characters:
We also started to flesh out the connections of the various characters.

We aren't sure yet how long this campaign is going to go, but we are definitely in for an interesting ride.

HARBINGER WARS #1 – Read the First Five Pages!

On April 3rd, there will be no winners. Just survivors. Harbinger Wars is coming!
 
Valiant is proud to present an advance preview of Harbinger Wars #1 (of 4) – the can't miss first chapter of the game-changing battle between Bloodshot and Harbinger that will define the Valiant Universe in 2013! From acclaimed writers Joshua Dysart and Duane Swierczynski and red-hot artists Clayton Henry and Clayton Crain, Valiant's first family crossover event starts right here this April!
 
For decades, Toyo Harada’s Harbinger Foundation and the government’s own Project Rising Spirit have been waging a secret war over the rarest resource known to man – the unruly superhuman telekinetics known as Harbingers. Over the years, they’ve each collected a small army of these empowered children to inflict their agendas on the world. But now, the reformed Harbinger hunter known as Bloodshot needs to atone for his crimes – and he’s going to start by releasing two dozen of the most volatile Harbingers from their PRS prison and into the world.
 
Bloodshot wants to lead them. Toyo Harada wants to control them. And Peter Stancheck, a teenage renegade with immense powers of his own, wants to give them free rein. But the runaway children of PRS have their own ideas for the future…and, as the body count rises, the Valiant Universe will realize that power this immense cannot be contained. It must be exercised. Who will survive the Harbinger Wars?
 
Spanning 12 issues total, the definitive Valiant Universe storyline of the year begins on April 3rd in Harbinger Wars #1 (of 4)! Then the action continues with new jumping-on points in Harbinger #11 and Bloodshot #10 – the first issues of all-new four-part storylines chronicling the fallout of the Valiant Universe’s first full-scale superhuman conflict. Follow the entire Harbinger Wars saga through Harbinger Wars, Harbinger and Bloodshot or read each series independently for a complete standalone story arc!
 
For more information on Harbinger Wars and the rest of the Valiant Universe, visit Valiant on Twitter, on Facebook, or at ValiantUniverse.com.





HARBINGER WARS #1 (OF 4)
Written by JOSHUA DYSART & DUANE SWIERCZYNSKI
Art by CLAYTON HENRY & CLAYTON CRAIN
Cover by LEWIS LAROSA (FEB131152)
Pullbox Exclusive Variant by CLAYTON HENRY (FEB131153)
Variant Cover by CLAYTON CRAIN (FEB131154)
Variant Cover by PATRICK ZIRCHER (FEB131155)
$3.99/T+/32 pgs.
ON SALE – 4/3/13 (FOC – 3/11/13)
 
HARBINGER #11 (HARBINGER WARS)
Written by JOSHUA DYSART
Art & Cover by KHARI EVANS (FEB131156)
Pullbox Exclusive Cover by CLAYTON HENRY (FEB131157)
Variant Cover by PATRICK ZIRCHER (FEB131158)
$3.99/T+/32pgs.
ON SALE 4/10/13 (FOC – 3/18/13)
 
BLOODSHOT #10 (HARBINGER WARS)
Written by DUANE SWIERCZYNSKI
Art by BARRY KITSON
Cover by MICO SUAYAN (FEB131159)
Pullbox Exclusive Cover by CLAYTON HENRY (FEB131160)
Wraparound Variant by LEWIS LAROSA (FEB131161)
$3.99/T+/32pgs.
ON SALE 4/17/13 (FOC – 3/25/13)
 



 

Wednesday, March 06, 2013

Dorkland! Roundtable with Matt Forbeck

There was a lot of things to talk about when Matt Forbeck was at the Dorkland! Roundtable. I knew that he had worked for a great deal of companies in the tabletop role-playing industry, even co-found Pinnacle Entertainment group and serving as its first President. I didn't know that he had published a gaming fanzine while still a teen and had a booth at GenCon for it. We talked about all of these interesting things and we talked about his writing career, including his successful 12 for 12 Kickstarter campaigns.


There was a lot of good stuff, and we probably could have kept talking for another hour. I think, along with my talk with Monte Cook, these were the two Roundtables that we could have just kept going on and on. I hope you enjoy.

Monday, March 04, 2013

Valiant Comics Hit H.A.R.D.

The 90s are back, and Valiant Comics is bringing back the H.A.R.D. Corps as part of the Harbinger War.


Tuesday, February 26, 2013

The Lost: A Charity Fiction Anthology

I don't often push crowdfunding campaigns, mostly because I think they get enough momentum on their own. This one is a bit different, and it is kind of close to my heart. This is about The Lost: A Charity Fiction Anthology. And, eighteen days out from the finish, it is still a few hundred dollars away from its goal. From the campaign page:

The Lost is stories of hope, tragedy, and the people the world turns away from. From a young woman struggling with addiction to a streetwise Santa looking out for his friends, these stories range from literary to magical realism. The Lost is an anthology of stories that confront issues of homelessness and the people our society ignores.

The Lost features a great group of writers who have created daring, elegant stories of loss, redemption, and love.
and (most importantly):
The Lost is a fiction anthology with nine stories about the lives of the people society has forgotten. The proceeds from The Lost will benefit City Harvest, a charity that feeds the hungry. 
Now serving New York City for 30 years, City Harvest (www.cityharvest.org) is the world's first food rescue organization, dedicated to feeding the city’s hungry men, women, and children. This year, City Harvest will collect more than 42 million pounds of excess food from all segments of the food industry, including restaurants, grocers, corporate cafeterias, manufacturers, and farms. This food is then delivered free of charge to some 600 community food programs throughout New York City by a fleet of trucks and bikes. City Harvest helps feed the more than one million New Yorkers that face hunger each year.
Part of the reason that this charity is near and dear to me is because I've been homeless, and I know how you can feel close to that edge again (having been underemployed for a while now) , so I know that the time comes when you need to get help. I've never been one to easily ask for money, unlike some who seem to think it is OK to ask others to pay for things in life like moving expenses or car repairs. Homelessness are people who are in genuine need and who need genuine help, and people like +J.R. Blackwell and +Brennan Taylor of Galileo Games wanting to help warms my heart.

I've seen an ARC of the book, and there's some great fiction to be found in these pages. I'm sure you'll recognize some of the writers:
  • Kathryn Watterson: Bumble Bee Brown
  • C.J. Malarsky: Burning Ember
  • Sarah Newton: Circles and Stars
  • K. H. Vaughan: Hell on Wheels
  • Megan Engelhardt: Jimmy Got-It Gets It
  • Stephen D. Rogers: Magpie
  • Meg Jayanth: The Beasts By Their Names
  • Peter Woodworth: The End of Hungry Santa
  • Shoshana Kessock: The Case of George the Curious
For  $5 you can receive one of the short stories in electronic form. For $10 you can receive the anthology in electronic form. Obviously, you can give more, help more. and that would be a great thing. Never ever give because someone says that you need to, or because you feel that you have to...give because it is the right thing to do.

Monday, February 25, 2013

Justice League of America and Vibe First Issues

When I read the new first issues of Justice League of America and Justice League of America's Vibe from DC Comics, I have to say that I had low expectations. I have much of the run of the Justice League Detroit from the months in between J'onn J'onzz making his triumphant return to the Justice League to the lead-up to the Crisis on Infinite Earths that lead to the deaths of a good chunk of the Detroit-era League.

I will say right now that I thought that the Detroit-era of the Justice League was a great idea. On paper. Unfortunately, that idea hit some speedbumps on the way to getting to the final stories. One of those major speedbumps was Vibe. To be honest, the portrayal of the character had all of the subtlety of being hit in the head with a bowling ball. One thing that DC Comics had a hard time recovering from, after Marvel Comic's surge of popularity in the 60s and 70s, was that all of their characters were pretty much white middle class guys (except of course for the billionaire white guys), and there wasn't much for readers of color to grab on to with DC's books. I'm sure that was part of the reason for a multicultural approach to this run of the Justice League. It just wasn't very good and to prove that it wasn't very good, the final story arc lead to the death of a couple of the new characters and the ending of this version of the Justice League.

So, let's fast forward to 2013 (and ignore the "return" of the Detroit-era  Justice League in Darkest Night) and we see a return of some of the ideas of that team to the New 52. There's a new multicultural Justice League in town, and it is set in Detroit again. Michigan native Geoff Johns launches this new Justice League of America book (although he will be replaced by a permanent writer), probably in order to tie it more tightly into the next "Aquaman" of the New 52, the comic with the awkwardly long name of The Justice League of America's Vibe (hereafter known as Vibe). I'm sure that's to avoid "confusion" with the magazine of the same name, but who really knows.

The set-up of Justice League of America #1 and Vibe #1 are both the same: Darkseid's attempted invasion of Earth from the initial story arc of John's and Jim Lee's Justice League comic. Detroit was the first beachhead of Darkseid's invasion, and also the place where the first person died: the brother of Francisco "Cisco" Ramon, the man who will become the super-hero Vibe. Cisco was caught in the first Boom Tube opened onto Earth, and was saved by his brothers Armando and Dante. Armando was killed by a Parademon in the attempt, but did save his brother.Being caught in this Boom Tube is what has given Cisco his powers: the ability to sense beings from other dimensions (due to their differing vibrational rates) and a powerset of vibrational-oriented abilities.

Both of these comics set up the background of the formation of this new Justice League, and Vibe becoming a super-hero. I think the whole "the unlikeliest hero" is a bit too cute and self-aware on the part of Johns and DC Comics. Yes, we get that no one liked Vibe from the first time around but there were reasons for that. These comics do a much better job this time around, and I'm not the only one who thinks that. Vibe is a much less stereotypical character this time around, and I think that is what will potentially keep this book going, not any marketing ploys.

Another Detroit-era character, former mentor and support staff member James Gunn returns as a member of the secret government organization A.R.G.U.S. (no where near as cool or fun as S.H.A.D.E. but an attempt by the powers that be at DC Comics to make something like Marvel's S.H.I.E.L.D.) and mentor and support staff to the new Justice League of America. I'm not 100% sold on A.R.G.U.S. within the setting yet, it just seems too derivative even after a year. Throw in Steve Trevor as a super-spy and Suicide Squad/Team 7 member/leader Amanda Waller running the whole shebang and I'm still not entirely sold on the concept. Another thing that I didn't think that I would be saying, but Vibe definitely came out of the gate a lot stronger than Justice League of America, which makes sense since Vibe does have a much smaller cast to deal with.

However, these are both good comics. I'm not the biggest fan of Geoff Johns. He is a good writer, don't get me wrong, but he can be very uneven in his storytelling. His work on Green Lantern tended towards being overly long, and sometimes convoluted, and his work on Justice League is no where near as strong as what he had done with the Justice Society in the past. That said, Johns brings an incredible amount of enthusiasm to any book that he writes. Love or hate his work, but this is a man who is motivated by love for characters. Unfortunately, as I said, that doesn't always promise quality but it can bring good things to any book that the man works on.

Are these books worth buying? Yes. I would say that Vibe is definitely the "must have" book of the two. Johns has tied this new character deeply into the story of the New 52, and that means that there are going to be some big things happening in this book (as demonstrated by the reveal on the last page that I am not going to spoil), and they are going to be important to the advancement of the setting. Justice League of America is still a wildcard for me. I know that this is also supposed to be important to the advancement of the overall setting, but I'm just not feeling it as much as I did with Vibe. Probably because there is so much going on, and so many characters to introduce that there wasn't as much of a chance for storytelling.

The opinion in the comics blogosphere seems to be that Vibe will be the book that won't last, but comparing these two first issues I am going to say that it has much longer legs (so far) than Justice League of America. I'm not saying that I expect the book to be cancelled, I am just saying that of the two, Vibe was the stronger comic. You should buy both Justice League of America and Vibe, but you should buy the hell out of Vibe.

IDW Publishing + Cartoon Network = Puzzling?

News broke today about IDW Publishing picking up a license to do comics based on Cartoon Network properties like Powerpuff Girls, Ben 10, Dexter's Laboratory Samurai Jack and other cartoon. I have to admit that while I think it is great that we are going to see more all ages comics (from some great cartoons) I am puzzled as to why Warner Entertainment and the Cartoon Network made the decision to farm this out to another company, rather than publish internally through DC Comics. When Warner Entertainment and DC Comics and other companies were reorganized a few years ago the stated reason was to foster better synergy within the various Warner Entertainment companies. This means seeing more DC Comics properties making it to the big and small screen (although DC and Warner have seen much greater success in the feature-length animation works rather than feature films), but it also mean taking advantage of the fact that Warner has a publishing arm in DC Comics that would handle adapting other properties into comic book form. Yes, we've seen a few Supernatural comics (The CW Network being owned in part by Warner), but outside of that we really haven't seen the synergy.

All of this is what makes this announcement so...puzzling. Obviously, I am not tuned in to these things and I don't have any sort of inside track on what's happening, but it just seems odd that Warner would decide to do this with a company that isn't a part of their umbrella. Is this demonstrating a lack of faith from Warner in DC Comic's ability to handle doing all ages publishing?

Saturday, February 23, 2013

A Is For The Abyss

Between the three sephiroth of Kether, Chokhmah, and Binah is the Abyss. The Abyss is home to the displaced shards left over from the previous creation, these shards were once much more than the lingering, broken spirits that they are now. The previous creation was marked by Chaos and Silence, and now the things in the Abyss are what remains of all of that.

These shards sometimes irrupt into worlds, as they drift around through the cosmos; moving amongst the sephiroth and floating about through the various pieces of the tree of life. When these shards move into world they become great beasts of destruction, driven to undo the current creation and restore the one in which they had been whole. Sometimes these creatures go unchecked and they raze world, drawing them into the anti-creation of the Abyss and bringing them closer to Tohu and Bohu. Sometimes champions rise up and fight these creatures, struggling to save their worlds from death and darkness and silence.

I will (hopefully) be doing a series of Alphabet posts that tie in some of the background ideas that I am putting together for my Demon Hunters game. This is going to be a dark fantasy game, and it will be playtested by the G+ Hangout gaming group that I am a part of so you will be able to watch the game as it develops.

Friday, February 22, 2013

Margaret Weis Productions, Ltd. and Twentieth Century Fox Consumer Products to Develop Firefly RPG Products

MWP To Develop All-New Series of Pick-Up-And-Play Games set in the ‘Verse.

WILLIAMS BAY, WI, February 22, 2013 – Margaret Weis Productions is thrilled to announce a partnership with Twentieth Century Fox Consumer Products to publish tabletop role-playing products based on Joss Whedon’s fan-favorite television series, Firefly. Initial releases are expected as early as spring of 2013 with print and digital releases based on MWP’s award-winning Cortex system.

The adventures of Captain Malcolm Reynolds and the crew of Serenity continue to attract new fans a decade after the television series first aired. Fresh from recent success, MWP’s own crew of seasoned designers and creators of licensed role-playing games, stand ready to develop an all-new series of pick-up-and-play games and game supplements. Based on much-loved characters, stories, and locations, every Firefly RPG product will be designed to be accessible, authentic, and as innovative as fans have come to expect from MWP.

"This project is a dream come true for me. I have been such a long-time fan of Firefly!" says MWP President Margaret Weis. "I look forward to working with my crew to take us all back out into the Black!"

“This partnership is another way that we can give back to the Firefly fans,” said Jeffrey Godsick, President of Fox Consumer Products. “Firefly followers have shown continuous loyalty to the franchise and we want to give them quality products in return.”

About Margaret Weis Productions, Ltd.:
Margaret Weis Productions (MWP) is an award-winning publisher of tabletop roleplaying games. Their most recent successful licensed games include those derived from the worlds of Marvel, Dragonlance, Leverage, Smallville and Supernatural. Based in Wisconsin, MWP has been bringing games to fans since 2005. Leading MWP is New York Times Bestselling author Margaret Weis. She’s a tireless supporter of fandom and gamers with a vision for her company to bring high-quality games to both long-time gamers and newcomers alike.

About Twentieth Century Fox Consumer Products:
A recognized industry leader, Twentieth Century Fox Consumer Products licenses and markets properties worldwide on behalf of Twentieth Century Fox Film Corporation, Twentieth Television and Fox Broadcasting Company, as well as third party lines. The division is aligned with Twentieth Century Fox Television, one of the top suppliers of primetime entertainment programming to the broadcast networks.

###

Contact:
Christi Cardenas
Business Manager & Agent
Margaret Weis Productions, Ltd.
Phone: 715-629-9277
christi@margaretweis.com
www.margaretweis.com
@margaretweispro

Cynthia Pascoe
Twentieth Century Fox Consumer Products
310-369-2492
Cynthia.Pascoe@fox.com
Daniella Apfel
Bender/Helper Impact
212-689-6360
daniella_apfel@bhimpact.com

Wednesday, February 20, 2013

IDW Publishing And The G.I. Joe "Relaunch"

Periodically, although some may not agree with me on this, you really have to freshen up and revitalize the G.I. Joe concept. This is, after all, what got us the 80s G.I. Joe cartoons and comics that so many are still nostalgic for today. IDW Publishing, with this new G.I. Joe #1 is doing this again, and revitalizing the concept again for the 21st century.

In the book, the team is coming out of the shadows to become a public face for the American military, or as Duke puts it in the issue, so-called "celebrity soldiers."  As a gamer, I have to say that this concept sells me on the book. As a matter of fact, this concept is ready made for a role-playing game setting (I wish that Hasbro would let Wizards of the Coast do a G.I. Joe role-playing game, but that is a digression).

One of my favorite lines from the comic comes from Shipwreck: "Do I have to wear this? I'm a Navy SEAL, not a cartoon duck." For the first time, the G.I, Joe team has to deal with marketing: tee shirts and even toys with their likenesses.

This is not a restart, or a relaunch or a revamp. The previous continuity all still seems to have taken place, right down to General Colton, the G.I. Joe of the original "Adventure Team," being put in charge of the contemporary team. These are all of the characters that you know and love, they are just changing and adapting to the world around them, a world where news and advertising are as much weapons as guns and knives.

In addition to the usual, familiar faces, there are a couple of new characters. In accordance with the team's new public mission there is an embedded blogger (named Hashtag by someone who has obviously been on the internet during the last few years) who's job it is to record the team's missions and make sure that everyone knows who they are and what they do. I also like the fact that Cover Girl had been on Project Runway.

The story is pretty fast paced. We are dropped into the action, after things have already hit the fan and then brought up to speed with flashbacks to the G.I. Joe press conference and the events leading up to the current mission going wrong. There are a lot of familiar notes to this story and writer Fred Van Lente is obviously very well-versed in the lore of the Joes. However, this is not a continuity mired comic. You don't have to have read ten or twenty years worth of G.I. Joe comics in order to know who the people are, or what is happening. With a new G.I. Joe movie looming on the horizon, that is probably a big reason for all of this, and I do not think that it is a bad reason either. Unfortunately comics have become wrapped up in a certain kind of fan who knows the trivia and minutia of thirty or more years of continuity and by creating comics that appeal to those people the casual and new readers have been locked out of comics. I applaud IDW Publishing for making a comic that is so new user friendly.

The art is really good as well. I mean really good. With Steve Kurth on pencils and Allen Martinez on inks, the book has a team that is capable of dynamic, engrossing art that is both good in the action scenes as well as the character bits. The art lives and breathes and draws you along with the story.

Is this comic worth buying? Hell. Yes. This is the best G.I. Joe first issue that I have seen in a very long time, better than previous issues from IDW. I would say that this is probably the best first issue that I have seen since Devil's Due had the rights and was publishing a G.I. Joe comic through Image Comics. Even if you're not a fan of the Joes, if you like military stories or action-oriented comics, I really think that you will like this book. It has made me impatient for the next issue. If you didn't pick this book up today, get back to your comic store and get a copy before it is gone and you have to wait for the trade to find out what all of the rest of us are excited about.

The Magic World PDF Is Live!

Another announcement of a "book" going on sale. This time it is the Magic World PDF from Chaosium. Yeah, that price is a bit wow. I don't set the prices, I just report them. Hopefully that's just a typo or something. I've seen the early stuff and +Ben Monroe has done a really good job with getting this new book together and spiffing up the old Elric and Runequest material for this. The physical book is supposed to be ready in March, from what I am told.

I do love that cover, however, and this is BRP Fantasy Role-Playing at its finest.