Friday, July 24, 2015

The End Of An Era For GURPS Traveller


This came over the wires the other day:
Since 1998, Steve Jackson Games has published GURPS Traveller source books under license from Far Future Enterprises. Traveller, a science fiction game of merchant princes and mercenaries, has long been a favorite of gamers everywhere. On December 31, 2015, Steve Jackson Games’ Traveller license will expire, and will not be renewed.
What does this mean for GURPS Traveller fans? This: You should go directly to Warehouse 23 (warehouse23.com) and purchase any downloadable GURPS Traveller books you’re missing; they’ll no longer be available after 2015. Items in print will be available until the current stock runs out.
"All good things must come to an end," said Loren Wiseman, GURPS Traveller Line Editor for Steve Jackson Games. "After over 50 products, not counting T-shirts and the like, working with Traveller has been more fun than human beings should be allowed to have, and we at Steve Jackson Games would like to thank Marc Miller and everyone else connected with Traveller for allowing us to play with our version of the game for 17 years. Thanks!"
This is the end of an era for a lot of gamers, because I have known a lot of people who have played or used GURPS Traveller over the years. Having seen the licensing belt for Traveller tightened as Traveller 5 was in the works, I hope that this doesn't mean that the only version of Traveller that gamers will be left with will be the mega-tome of Traveller 5. I would hate to see Mongoose Traveller go away, only because it is the only version of Traveller now that appeals to me, and it appears to be about the only thing by Mongoose actually still available in print.

Traveller fans are used to versions of the game coming and going. I hope that this won't be the last version of the game that we see licensed for another system as well. That would be a shame.

Monday, July 20, 2015

#GenCon Food Truck Listings


Updated 7/24/15: Here is a downloadable PDF of the schedule for the food trucks. It tells you times and locations for the trucks, which you can use in conjunction with the info below. I'm storing it on my Google Drive for now.

Over at the MadFoamingCat's Fumbled Creations blog, +Sarah Landis has put together a list of the food trucks at Gen Con this year, and a tentative schedule of who will be where.

You can find her post here.

This is a resource that Gen Con really falls down on. Last year's schedule was a mess, and I spent a couple of days tracking down websites for menus and Twitter and Facebook for more direct contacts with the various trucks appearing. This seems like something that Gen Con should be doing, rather than bloggers. I am glad that Sarah put this together, because I was stalling doing this myself because it was such a pain in the ass last year.

Thank you, Sarah, for doing what Gen Con should have already provided to everyone.

PS: I haven't compared her list to the one that I compiled last year, but if there are any duplicate trucks that I tracked down the Twitter/Facebook accounts for you can find my old post here.

I'm looking forward to seeing everyone at Gen Con in a week and a half.

Friday, July 17, 2015

Sandy Petersen Mini Interview

I had a chance to ask a couple of questions of Sandy Petersen, of Petersen Games's Cthulhu Wars and Call of Cthulhu fame. I'll be seeing him at Gen Con in a couple of weeks, so I will try to talk with him some more there. Mostly I asked him a few questions about Call of Cthulhu, past and present.


Dorkland: What is it about the Cthulhu Mythos, the works of Lovecraft and associated authors that make them so enduring?

Sandy Petersen: He evokes cosmic terror - a different type of fear, and a new style of writing. No one before him even tried.

DL: What is it about the Call of Cthulhu game that makes people so passionate about it?

Sandy: I think much of the appeal is that it is contrarian by nature. In other RPGs, you seek out combat. In CoC, you avoid it. In other RPGs, you adventure.  In CoC, you solve mysteriies. In other RPGs, you acquire powerful weapons and items. In CoC, you find musty old books that are dangerous even to read. In other RPGs, your character gets stronger over time. In CoC, your character gets less stable and in many ways weaker. I have no problem with the other RPGs - but there are plenty of them around. If you want something different, then CoC is it - it does almost everything "wrong" from a normal RPG and I think that's what its fans love.

DL: When you first designed Call of Cthulhu, did you think that there would still be so much interest in it after all of this time?

Sandy: When I designed Call of Cthulhu almost no one  even knew who Lovecraft was. I thought it would an obscure cult game that would sell maybe a thousand copies and vanish.

DL: What would you like to see for the future of Call of Cthulhu 7th edition?

Sandy: I want to see an awesome campaign with scenarios set in the Cthulhu Wars world, after the Great Old Ones have returned!

DL: What non-Chaosium games are interesting you currently?

Sandy: Well most obviously my own games, from Petersen Games - Gods War, Cthulhu Wars, Orcs Must Die! the boardgame, Dicenstein, and Theomachy. But probably you meant what games that I didn't work on, in which case I just played Terra Mystica and had a great time.

Monday, July 06, 2015

James Bond Returns To Comics With Writing From Warren Ellis

This popped up in the email inbox this morning.
Dynamite proudly announces that fan-favorite author Warren Ellis will be writing the James Bond 007 ongoing comic book series, the first to appear in over two decades. James Bond 007 is scheduled for release in November 2015, featuring interior artwork by Jason Masters (Batman Incorporated, Guardians of the Galaxy).
It sounds like it will be some cool work:
The first six-issue story arc in the James Bond 007 comic book series will be entitled VARGR. James Bond returns to London after a mission of vengeance in Helsinki, to take up the workload of a fallen 00 Section agent... but something evil is moving through the back streets of the city, and sinister plans are being laid for Bond in Berlin.
This sort of "hard man" character isn't anything new for Ellis, who helped to popularize it in super-hero comics with characters like The Midnighter, and in his non-super-hero books like Red, Desolation Jones or Jack Cross. The James Bond DNA, whether Ellis realizes it or not, has seeped into so many of his creation that it only seems natural that he would take a swing at writing the character itself.

We'll see what happens this fall when the first issue hits the stand, but it sounds interesting and doing James Bond is definitely smack in the middle of Ellis' comfort zone as a creator.

Sunday, July 05, 2015

Study Into Convention Attendee Statistics


An email about Eventbrite's study of convention attendees showed up in my inbox the other day. The statistics are interesting, I think:
Gender and the Single's Scene
The demographics of fandom convention attendees are now trending equally male and female. In Eventbrite's survey of the fan community, respondents were 48.9% female, 48.7% male, and 2.4% non-binary/other. Although the split is close to 50-50 male-female for attendees, the survey found differences in male and female attendee's interests. Women reported they were most interested in comic and genre-based media (59%), while men said they were most interested in comics/graphic novels (64%).
Looking at the single's scene, 50% of romantically available attendees are men, while 47% are women. Additionally, the survey found that single men are more likely to go to a fan event alone (29%) than single women (18%).
Any emphasis in the quotes is mine. Yes, the conventions that they did these studies at appear to just be comic-related, but from attendance at Gen Con and other conventions, that my observations hold these statistics across the board. Gaming conventions may not be as close in these numbers, but they really seem to be getting there.
Con Attendees Spend Big
The majority of survey respondents (59%) said they spend between $100 and $500 at fan events they attend, not including basic costs such as tickets, food and parking. Overall, the most popular purchases that fans "always or usually" buy at conventions across all groups surveyed are original art and prints (37%), toys, figures and collectable (28%), fashion merchandise and t-shirts, and collectible comics and graphic novels (both at 27%). And, despite anecdotal reports to the contrary, only around 20% of people reported that they regularly purchase celebrity autographs at conventions. With nearly 38% reporting they "never buy" these items, they ranked among the least popular purchases according to the survey data.
Survey findings also revealed that 10% of con-goers reach into their wallets and shell out $500 or more at fan events over and above logistical costs and more men than women (66% vs. 33%) spend $500 or more at fan events.
Cosplayers Pay to Play
Serious cosplayers are repeat attendees; 64% of them attend three or more fan events per year and 27% attend five or more fan events per year. When they attend, seven in ten will spend $100 or more at the event. Age and gender are also factors; the majority of cosplayers (60%) are between the ages of 23 and 39 and female (65%).
Primary fan interests for cosplayers are unique to that group as well. The top three interests reported by cosplayers were anime/manga (29%), comic and genre-based media/entertainment (21%), and science fiction and/or fantasy (18%).
It is fashionable for other "fandoms" to bash cosplayers, but I think that one thing that gamers and genre fans need to understand is that cosplayers have always been a part of the fandom. If you go back to some of the photos from conventions as far back as the 50s and 60s you'll find a lot of people cosplaying their favorite characters.

We really need to get over this and realize that the thing that all of us wanted has happened: geekery has mainstream appeal and greater numbers of people want to be involved in these fandoms. We need to remember that there aren't rules to being a "true" or "proper" fan of something. You just are a fan.

Thursday, June 25, 2015

Help Send Annah And Rey To Gen Con


As anyone who has ever gone to Gen Con, or really any major convention, can tell you it isn't cheap. Travel is expensive. Accommodations are expensive. Food is expensive (we all have to eat). So, +Annah Madriñan and +Reynaldo Madriñan are having a fundraiser to help defray some of the expenses of their trip to Gen Con.

Once, a long time ago now, I put up my first ever guest post on the blog, a post about the Maid RPG from a woman who I met through G+ and had some cool things to say about gaming. That woman was Annah. I'm proud to say that I knew her before she was cool (not that she wasn't really cool then).

+Kiel Chenier of the Dungeons & Donuts blog asked for a little bit of a signal boost to help with this fundraising:
Friend of the blog Annah Madriñan is raising money so she and her husband, Reynaldo Madriñan, can afford to go to GenCon 2015! Annah is one of the official ENNIES judges and has been doing great work as one of their few female judges. 
Please consider donating a few dollars to her GenCon fund. Annah is an important voice for women in tabletop gaming, and Reynaldo is one of the masterminds behind BREAK!!
Donate $1 or more and you’ll be sent Von Bottom’s Hoard, a system agnostic adventure PDF we all collaborated on!
You can check out Kiel's full post with details here.

(Full disclosure: I run my own fundraising campaign for Gen Con, to be found at the right. It is expensive for everyone.)


The adventure is pretty cool, and anyone interested in a short, whimsical dungeon crawl type of adventure with anime tropes will enjoy Von Bottom's Hoard. Styled for the concepts of D&D, there really aren't much in the way of mechanics to this adventure, letting you use it under any system. If, for some reason, you don't want to help these people for the contributions that they've given to gaming through their blogging and their social media posting, then do it for the adventure. Von Bottom's Horde makes for an enjoyable night of adventuring that would be fun for the whole family.

Click the blog link above and get the information to support these guys now. Hit the Trouble Alert, call all the Teen Titans and move like you've never moved before.

Tuesday, June 23, 2015

The Cypher System Rulebook From Monte Cook Games


The Cypher System Rulebook is coming from Monte Cook Games (or conversely it might have already arrived by the time that you are reading this). With the Cypher System Rulebook, Monte Cook and company have taken the rules that debuted in their highly successful Numenera RPG, and were further refined in the collaboration between Cook and fellow designer Bruce Cordell in The Strange RPG.

Featuring a streamlined "class" based system for character creation, and simple rules that allow for quick and easy play, the Cypher System rules hit a lot of sweet spots for me. Where Numenera was one of my Must Have games last year at Gen Con, the Cypher System Rulebook will be one of the top games of 2015. Hyperbole? Maybe, but I can count on one hand anymore the number of new games out there that make me want to play them just by reading the rules and the Cypher System Rulebook is one of those games. Is it going to revolutionize gaming? No, probably not, but if it motivates others to want to play it in the way that it does me it is going to build one hell of a following.

Character creation is relatively quick and class-based. The quickness comes in that you get a lot of the basics from the class (called character type in the rules), which you then customize to make the character that you want. Special abilities are given to a character at each tier of progression (think character level) which allow you to fine tune the concept of your character and customize them as their story progresses. Unlike a lot of class and level-based RPGs, however, progressing through the tiers isn't going to mean that your character is going to change a great deal during play, but instead moves along the path of their story, allowing it to change them. Cypher System characters are not zero to hero types, starting as fairly proficient characters and becoming moreso as they go.


There is some of the DNA of the third edition of Dungeons & Dragons to be found in the Cypher System, which makes sense since Cook was one of the main architects of that game. I see these rules as a progression of those, changing as the designer's tastes and interests in gaming change over time. Knowing that Cook had been one of the designers of the fifth edition of D&D, along with The Strange RPG co-creator Cordell, it makes me wonder who much of this system could have been the game that we could have gotten if Cook and Wizards of the Coast had not parted ways? I will say this, if some version of these rules had powered D&D 5e, I would probably still be playing that game now.

Old school players and game masters will find this game an interesting one. Like with the D&D 5e rules, there is a current of influence of the older D&D editions that run through the Cypher System Rulebook. The simplified approach to play, and the ease of character creation, show this influence and the underlying rules for Cyphers in the game hark back to a lot of the handling of magic items and treasure in older editions of D&D. Like in older editions, the stats of characters are relatively unchanging, and not directly linked to play, which leaves transient Cyphers to influence and inspire your character to great heights beyond what the character sheet might tell you during play. Like the potions or belts of power of old, Cyphers help to describe the world that you are playing in and also give edges to the characters during play.

Stats are interesting because, while they can show how strong or quick that a character may be, they don't directly impact play. Unlike the more recent editions of D&D, the stats do not directly modify your rolls they instead provide a pool of points that can be spent to give your character situational benefits, or sometimes help to power special abilities. This abstraction is definitely a feature for me, but I can see where it might bother others. In this approach to stats, the abstraction helps to enforce the cinematic nature of characters and play in a way that makes better sense to me than with some other systems out there.

While character types are fairly generic, which is the point since this is a generic game, you can customize characters for genre or setting through Flavors and Descriptors. Flavors are optional rules, they are basically a separate set of tier-based special abilities that can be swapped for abilities in your character's type that makes them more unique and flavorful. For instance you can apply the Combat Flavor to your Speaker (the charisma-based character type) to make a character that is like a battle-oriented bard. You can add the Magic Flavor to your Explorer to make a street-savvy occult investigator for your game. The idea behind flavors is that they open up the possibilities for your characters, making them more of a part of the world which they are exploring and less a generic "cipher." Flavors are also where GM customization comes in. You can create Flavors that are specific to the game's world.

Descriptors are character traits, terms that help describe your character and can give them some additional special abilities. Think of them almost like a feat in the recent D&D editions, but you only take this once, during character creation.


Other than the special ability choices that come with progressing to each tier, there really aren't a lot of choices to make for a Cypher System character. While you pick a couple of new ones from the list of tier abilities each time your character "levels up," that is it. There are no exploding lists of feats or combat options to bog down character creation, or advancement, or to give players a fatigue of choices. Many of these options, like Flavors, don't have to be used...cutting down on the number of choices that are made at each level. Regardless, you still end up with robust and unique characters at each tier of play, and it is still easy enough to customize characters that a group can have two warriors and they look different from each other in substantive ways.

One thing that might trip up some groups is the fact that players make all of the rolls in a Cypher System game. Players make attack rolls when attacking some monster and players make defense rolls when they are in turn attacked. Yes, you probably could change this, but the way that the system is set up makes doing all of this simple enough that it really shouldn't slow down play.

The lack of GM-oriented rolls are made up for by what the Cypher System calls "GM Intrusions." GM intrusions are where the GM can inject excitement into a game. A character accidentally drops their weapon. A monster is where they aren't supposed to be. Something goes wrong and now the characters have to do something about it. Some might see this as making a rule out of the GM "being a dick," but at its heart it is an abstraction of things like wandering monster tables from the older editions of D&D that could bring sudden action, that the players or characters might not really like, into the game. It can be a pacing mechanism to speed up or slow down play, to punctuation quiet with a bit of excitement or terror for the characters.

The GM intrusion is also one of the methods for giving XP in the game. When the GM makes an intrusion on a character, they are offered 2 XP for that. That player must then turn around and give one of those XP to another player at the table. You can give that XP as a reward for being particularly entertaining during the session, or because their character helped yours out when they needed it.

What differentiates a GM intrusion from something like a wandering monster table is that the player can choose to opt out of an intrusion by paying the GM one of their XP instead. This is a compelling sounding mechanic that might be familiar to some gamers.

The Cypher System Rulebook is rounded out with a selection of creatures for various genres. GMs could also fairly easily adapt creatures from Numenera or The Strange to their games as well. There are also explanations of various popular role-playing genres, and how a GM can customize the rules to be used in those genres. At over 400 pages, this isn't a small book by any stretch of the imagination, but it gives you everything that you need for play. This is not a basic game, or the expert rules. This is a self-contained game.

These rules are built upon a solid foundation of the great rules found in Numenera, and then expanded through The Strange and countless hours of play by the designers and fans. The Cypher System Rulebook does not invalidate those earlier games, but builds upon them. There are options, like Flavors, that can be folded back into the rules of the earlier games as well, expanding your options for those games. The Cypher System Rulebook is a great game and if you haven't already tried one of the other versions of the game, you should definitely check this one out. This game will be good for those who may already have a setting in mind, and just want a set of rules that allow them to play in that world. The Cypher System Rulebook is that set of rules. Check it out and see for yourself.

Monday, June 15, 2015

Mythoard! Mythoard! Mythoard!


It takes a little more than saying its name three time to get a Mythoard subscription box, but if you're a tabletop gamer it is something that you should look into. The June box goes out in a matter of hours from this post, so if you want to get in on the goodness, now would be the time to do so.

I admit that I have been sitting on talking about the April and May boxes for a bit, but I will say that I've followed Mythoard and gotten most of the boxes since its January launch. I love the idea of an inexpensive and diverse "box" of gaming related stuff. If I had a complaint, it would be that there is too much of a reliance on "old school" materials for the boxes. The material is great, don't get me wrong, but it will limit the growth of the service.

Just as an aside, if you are a publisher and you would like to get your stuff into the hands of Mythoard subscribers, you should go to the site's contact page for more information. There is a lot of options available in gaming, and inside of the various "sides" of tabletop players sniping at each other we really should look to more cross-pollination and looking at each other's games. There is a lot of interesting stuff to be found in gaming these days, regardless of what style or approach you have to gaming.

Anyway...


The April box had some interesting stuff to it, including a Dungeon World adventure, and an adventure for Pathfinder. Lichfield looks like an interesting adventure, certainly a bit darker than a lot of published adventures...but I am a big fan of dark fantasy, so this is a selling point for me. I also love the Mike Mignola-styled art throughout the adventure. Good stuff. Don't play Dragon World? It shouldn't be too difficult to figure out a conversion to your favorite fantasy RPG. You know how in the older editions of D&D your character would reach a point in their career where they would build/take a stronghold, or their class' equivalent? Well, the idea of For Rent, Lease or Conquest is build around that idea. Built for 7th level Pathfinder adventurers, this module takes an irreverent look at that idea...and how things can go terribly wrong with it.

Lichfield was also an exclusive item for the April box.

The box is then rounded out with an issue of the the Oubliette zine. Inside you'll find some interesting new spells, magic items and monsters for your fantasy games. They're written for Labyrinth Lord, but easily applicable to your favorite fantasy RPG.

The weak spot of the April box would be the old Judges Guild reproductions. Not that these are bad reproductions, or bad adventures, but both of them are for the long out of print Dragonquest RPG. Why is this bad? Well, at least with the explosion of early edition D&D clones, old material from the early editions of those games can find some use. Not so much with Dragonquest, which has no such clones available. I will admit that I was never a fan of the game, even though I still have my mouldering copy put away with my gaming stuff. I think


The May Mythoard box was interesting, and only one ruleset away from having everything that you need to get a roleplaying game going. This box included a set of very pretty Chessex dice (the second that Mythoard has done). Some people swear by Gamescience (and I have a couple of sets of dice by them, too) but for my money Chessex makes some of the besst, and easiest to read, dice on the market. It is really hard to beat Chessex dice.

The White Box Omnibus by James Spahn's Barrel Rider Games is a nice expansion of Matt Finch's basic Swords & Wizardry White Box rules (linked in PDF form in the paragraph above, if you don't already have a copy of the game). This was a distillation of the earliest version of the D&D game, before Thieves were characters and when all hit dice were d6s. I've played this version of the game, in fact I used White Box to introduce a friend to gaming, but in the long term its appeal for me starts to wear thin. I prefer weapons having a range of damage dice, and the classes having different hit dice. I also think that it isn't D&D without a Thief, but that's just me. Regardless, Spahn has put together an interesting selection of new classes, magic items and creatures for White Box that can be easily adapted to your preferred "old school" rules. There are also a couple of adventures and an overview of a setting that can be used to get your campaign going. Both of which are very important for the harried GM without a lot of time.

I will say that I love the Judges Guild reproductions, even the ones for Dragonquest in the previous box, because they provide us with a snapshot of what people were doing in gaming back in the early days, rather than the supposition and speculation that we get from a lot of blogs. The Dungeoneer reproduction issue gives us a peak into what early gamers were thinking, much like reading old issues of Dragon or White Dwarf. For people interesting in getting a real perspective onto the early years of gaming, this is an invaluable resource. Plus! The Dungeoneer has a vampire class that is useable with OD&D or your favorite retroclone. How cool is that?

The rest of the box is rounded out by a one page adventure and some various GMing aids. The Quest Essentials Doors deck from MillieModels is interesting because it gives you some images of various kinds of doors and traps that could be encountered in the dungeon by adventurers and stats them out (for the Pathfinder RPG, but as always, easy enough to convert to your favorite fantasy game).

So here we have it, the April and May boxes from Mythoard. Both have their pros and cons, but both have materials in them that could be of use to gamers and their games. Like I said earlier, I would like to see more publishers support this undertaking with a greater variety of gaming options. Diversity is always a good thing. I recommend that all publishers who read this check out the Mythoard contact information, and find something, print or electronic, that can be used to support this fine service.

Oh, and if you aren't a subscriber yet...you need to check out Mythoard now.

Wednesday, June 10, 2015

The Sale of Cthulhu (And Other Fine Chaosium Consumables)


It turns out that Chaosium has a warehouse that is overfilled with books and stuff. To fix this they are having a huge sale that can only benefit you, the gamer. They're getting rid of a lot of their old remaining Eternal Champion stock, among other things.

Forgive all the caps, its copypasta.
THE STARS ARE RIGHT… FOR A BLOW-OUT SALE!
WE’RE HERE TO SELL GAMES, AND CHEW BUBBLEGUM. AND WE’RE ALL OUT OF BUBBLEGUM.
OVER THE YEARS, OUR WAREHOUSE HAS BECOME STUFFED FULL OF MORE CTHULHUY GOODNESS THAN THE MARTENSE MANSION. WE’RE BURSTING AT THE SEAMS AND NEED TO MAKE ROOM FOR THE NEW THINGS COMING IN!
WE’VE DECIDED TO BLOW THE DOORS OFF CTHULHU’S TOMB, AND CLOSE OUT ALL THE “NON-STANDARD” ITEMS IN OUR WAREHOUSE.
SO NOW’S YOUR CHANCE TO GET DEEP DISCOUNTS ON MONOGRAPHS, FANTASY FLIGHT GAMES’ CTHULHU GAMES, NON-ENGLISH LANGUAGE EDITIONS OF OUR GAMES, CDS, MAGAZINES, THE LAUNDRY RPG, MINIATURES AND MUCH MORE!
THUS, WE HAVE 50% OFF THE FOLLOWING: ALL BRP AND CALL OF CTHULHU MONOGRAPHS! NOVELTIES & ACCESSORIES! ALL LICENSED CALL OF CTHULHU PRODUCTS, INCLUDING FANTASY FLIGHT GAMES BOARDGAMES AND MINIATURES, CUBICLE 7 BOOKS, GOLDEN GOBLIN, ARC DREAMS, AND MORE! ALL NON-ENGLISH LANGUAGE BOOKS! NEPHILIM!  (THESE BOOKS WILL NOT BE REPRINTED OR REORDERED ONCE THEY’RE GONE!)
ALSO, WE HAVE 75% OFF ALL THE REMAINING STOCK OF ETERNAL CHAMPION GAMES AND D20 CALL OF CTHULHU GAMEMASTER’S PACKS! (LAST CHANCE!)
PLUS, LOOK FOR SPECIAL BUNDLE PACKS OF ETERNAL CHAMPION AND NEPHILIM BOOKS!
LASTLY, AS AN ADDED INCENTIVE, TAKE 10% OFF EVERYTHING ELSE WE SELL. JUST BECAUSE WE LOVE YOU SO MUCH.
IA! IA! DISCOUNTS FHTAGN!
Read that carefully because the discounts aren't listed (but will be applied in your shopping cart). There is a lot of really good gaming stuff there, so don't miss out.

Chris Gonnerman's Iron Falcon RPG

+Chris Gonnerman is a machine. I think that when Skynet takes over the world he will finally be revealed as the game design arm of the Terminators.

I mean this in a really good way.

Gonnerman's Basic Fantasy RPG, a retroclone (with a few liberties) of the old school D&D B/X rules, is one of the best of the best of the retroclone crowd. It is clear and concise, and in some places it is actually better written than the original material. With Basic Fantasy, Gonnerman has created a functional and playable game that both honors the past and takes it into new directions.

Now, I know that I am a little behind on talking about this new game of his, Iron Falcon, but I'll admit that is because there have been a lot of games for me to read and comment upon over the last few months. Also, I figured that since Iron Falcon is a clone of the original D&D rules that I wouldn't need it because I already had Swords & Wizardry in my toolkit that I wouldn't need another game that covers the same material. Guess what? I was wrong.

Once again Gonnerman knocks a game out of the ballpark. Unlike with Basic Fantasy, where Gonnerman wanted to recreate a version of the game that he was introduced to and prefers to play, Iron Falcon started more as an intellectual exercise. With the existence of Swords & Wizardry, it didn't seem like he felt there was as much of a need for another game that covers this material...however that didn't stop him and boy howdy am I glad that it didn't.

Don't get me wrong, I love Swords & Wizardry. It has been my go-to fantasy game for a few years now (since our online group started up our first game with it), but there are flaws with it. The organization of the book isn't the best. It can be difficult (even after playing for a while) to find certain important tables during play. Iron Falcon doesn't suffer from these issues. One of the halmarks of a Gonnerman game is excellent organization, and with Iron Falcon he does not disappoint on that front.

From a rules perspective, there really isn't a lot of difference between Iron Falcon and Swords & Wizardry. The main difference seems to be that Iron Falcon uses the traditional system of saving throws, rather than Swords & Wizardry's streamlined approach. This is probably more a matter of taste, but I find myself liking the return to the traditional saves more than I thought that I would.

Iron Falcon probably has more magical items than Swords & Wizardry, but for me that is a bonus. I love having magic items in my games more than I like having actual spellcasters. I'm weird that way.

The writing in Iron Falcon is some of the best among those retrocloning old school rules sets. Just like with Basic Fantasy, the writing in Iron Falcon is clear and concise. He goes the extra bit to try to explain confusing and awkward rules, and that makes these rules a solid foundation upon which to build your campaign. There isn't anything new or groundbreaking to be found in these rules, but that's really not the point of them either.

If I had a complaint about Iron Falcon it would be that (unlike the bulk of the Basic Fantasy library) there isn't an editable version of the rules available. Why you gotta hate on those of use who like our house rules, Gonnerman? The lack of this wouldn't keep me from running the game, but if there is a feature request list out there, I would like to put an editable version of the rules onto that list. Hopefully the devoted and prolific community that has gathered around Basic Fantasy will start creating material for this new game as well. I know that I am tempted to do so.

If you're looking for a simple, streamlined fantasy game that gives you everything that you need to play in one source, you should look more closely at Iron Falcon. It may be that I just reach for it the next time I want to run a fantasy game instead of running another game of Swords & Wizardry.