Posted on June 25, 2012 by spikexan
Here’s a fun idea: Take a tried and true Cthluhu story of brave investigators stopping a mad cultist achieve his evil designs. Players have to contend with Sanity checks, grave danger, and, most likely, the rise of something that must be promptly put back down. Then, set the whole thing on the Titanic.
That’s the real beauty of this adventure, a little fiction laced throughout some tragic fact. I’ve always been a fan of that, which makes the recent emergence of the, for lack of better word, genre a hit with me.
The artwork of the adventure (25 pages, no ads) is sparse and mostly photographs from the era. I usually like art spicing up my text, but it’s really not an issue here. There is more than enough material to keep the reader interested.
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Posted on June 22, 2012 by spikexan
The first thing you have to ask yourself is where this game fits on a horror-themed website. It’s a fair question, no doubt. There are two specific ways that come to my mind. First, the game uses the Mutants and Masterminds D20 variant. This means that, with a little work, you could have a group of dungeon-crawling adventurers stumble upon a cult as they summoned forth their deity-infused messiah (with Black Adam stats) or a vicious demon (with Etrigan stats). I’ll be the first to admit that those two options are a bit on the overkill side, but horror sometimes works out that way. Secondly, this volume includes tons of entries for a horror-based supers game.
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Posted on June 20, 2012 by Michael Holland
Horror is a particular genre which lures the masses into its embrace and then pushes us to the very edge. A well written story can invoke pure terror. A well filmed movie can make us scream even though we know we are safe from the horrors on the screen. A carefully crafted ghost story can bring us to the absolute limits of fright and leave us lingering there, sleepless for days on end. Although many dream of crafting the kinds of masterpieces which tear at our very psyches few ever reach that lofty goal. Those who do become nothing less than legends.
In the graphic novel Horrors: Great Stories of Fear and Their Creators writer Rocky Wood and illustrator Glenn Chadbourne have given dark life to their own dark tale.
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Posted on June 19, 2012 by Billzilla
Carpathia, the newest novel by Matt Forbeck and Angry Robot Books, takes place during the momentous disaster that was the maiden voyage of the S.S. Titanic in 1912. Historically, the first ship to arrive to render aid was the Carpathia. Matt’s premise stems from this, and from the idea that there might be a reason why the Titanic survivors would NOT want to be rescued by that particular vessel. In a word: vampires.
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Posted on June 18, 2012 by spikexan
Let’s say you’re going to teach a course on the history of role-playing games. You have the diploma and teaching certification. You have the tweed jacket. You have everything, but a textbook. With Designers and Dragons, you have a hulking 442 page textbook that examines this specific gaming culture since its creation in 1974. You’re ready to teach.
I’ve been playing RPGs since 1987 put TSR’s Marvel Super Heroes: Advanced Set into my local Waldenbooks, which means, according to this book, that I missed a massive amount of gaming history. I’ve played lots of games, read lots more that were not worth playing, and read about tons more through reviews or blurbs. I know a bit about what is going on in the industry.
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Posted on June 15, 2012 by Monica Valentinelli
Last night, we meandered into the gorgeous Sundance theatre to watch Prometheus on the big screen. For those of you who haven’t heard of this film before, here’s a link to the Prometheus trailer.
I went into this movie as someone who was familiar with the Alien franchise (which began in 1979!) but who hasn’t read the comics or seen the films in some time. I had also heard a lot about this film from the wildly mixed reactions as seen in my social media feeds.
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Posted on June 13, 2012 by Nancy
Teeth is an anthology of the things that go bump in the night, the ones that have the teeth and the claws to rip your eyes out. It’s a YA anthology, true, but the stories can appeal to adults as well. There wasn’t a story in Teeth that I didn’t like. There were only a few that I felt could have ended better, but other than that personal preference, I would say that each story is well-written, suspenseful, and has excellent pacing. These aren’t all your typical vamps – vampire-like creatures from various cultures grace the pages of this anthology.
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Posted on June 12, 2012 by mazecontroller
Strongholds of the Empire had a long, strange journey to publication. It was originally intended as a book for Legend of the Five Rings Third Edition. Then it was going to be a free web supplement. Then it was going to be a transitional PDf between Third and Fourth Edition. The book finally realized its destiny as AEG’s pilot into print on demand. It is now available as a fully realized PDF as well as a physical book. Was it worth the wait?
The physical book is 193 pages. It costs more than the other supplements for Fourth Edition. It also looks different. The outside is a solid glossy finish rather than the matte finish with gloss art highlights of the other books in the line.
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Posted on June 11, 2012 by Michael Holland
Mordenkainen’s Magnificent Emporium is the third magical item supplement for Dungeons and Dragons Fourth Edition and was written by Jeremy Crawford, Stephen Schubert and Matt Sernett. Much like its predecessors (Adventurer’s Vault and Adventurer’s Vault 2) the book is packed full of the kinds of adventuring gear that players love to collect for their characters but unlike the previous two tomes of lore this book has been injected with a healthy dose of flavor as well.
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Posted on June 8, 2012 by Michael Holland
Evil has always lurked deep underneath the ground and now Lolth’s children are clawing their way to the surface to consume the realms of Dungeons & Dragons. Few will survive the coming darkness. Into the Unknown: The Dungeon Survival Handbook is the first roleplaying game supplement released by Wizards of the Coast as part of The Rise of the Underdark ongoing event.
Sightings of dark elves on the surface have grown steadily—turning from dismissible rumors into disturbing reports. Brave heroes are needed to discover what plot or purpose is driving the children of Lolth to so boldly intrude upon our realm. Drow-laden encounters and challenges await you in stores everywhere—along with an array of products that will help you in your attempt to survive The Rise of the Underdark.
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Posted on June 7, 2012 by Flames
There has always been a bit of controversy surrounding the ranger class in Dungeons & Dragons. The archetype of the “ranger” has a solid foundation in literature as an expert woodsman (or woods-woman) that is skilled with sword or bow, who knows the land better than anyone else and fights for an important cause. The Dungeons & Dragons’ ranger is all of these things but there is one feature which has nagged at gamers since AD&D; the ability to cast spells.
“Aragorn Didn’t Cast Spells”
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Posted on June 4, 2012 by Michael Holland
Wizards of the Coast has released more support product for the tactical play style of Dungeons & Dragons 4E. The Haunted Temples Map Pack is a collection of three full-color, double-sided maps which come in packaging which converts into a convenient envelope to protect the maps in transportation and storage.
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Posted on June 1, 2012 by Michael Holland
Wizards of the Coast’s latest dungeon tile set, Cathedral of Chaos, arrived in the mail today. I am an avid collector of dungeon tiles and I use them quite often at my game table so please keep that in mind when I say Cathedral of Chaos is both the best dungeon tile set I have seen in quite a while as well as the worst.
The set provides quite a few interesting architectural pieces as well as several inspired tiles which made me cheer as I popped them out. Smoke filled tiles, demolished areas, raised daises and ice/fire tiles add a lot of interesting terrain options to a DM’s arsenal.
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Posted on June 1, 2012 by Megan
The brief introduction lays out this product’s purpose: it is not just an introductory adventure for four new characters beginning their adventuring careers, it is also designed with the novice GM in mind, replete with hints and tips to aid good gamemastering from the start – the sort of things a more experienced friend might whisper in your ear the first time you try to run a game. It’s an admirable intention…
OK, so roll up some characters and let’s get going. The introduction to the adventure contains a story commonly told in the village of Galfolweed, the characters being either locals or youngsters who have set out from a nearby town in search of adventure and ended up here in the village tavern. It is a nicely-written tale, suitable to be recounted in the bardic storytelling style – indeed the GM notes suggest that whilst you can mine the story for hints for the characters to pick up in conversation, one of the village elders is renowned for his dramatic recitation of this tale and can easily be persuaded to perform!
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Posted on May 31, 2012 by DecapitatedDan
“Rachel Beck wakes in a shallow grave and claws her way free as a mysterious woman watches from a bluff. With no memory of the night before, Rachel enlists the help of Aunt Johnny, the town mortician, to find her killer. But when repeated attacks send her to the morgue, Rachel’s ability to wake from death again and again prove to be a blessing and a curse, and the eerie town of Manson will never be the same! Collects issues #1-6.”
Oh Terry Moore, you wow me on all levels. Rachel Rising was a title in which I did not know what to expect when it came out, and honestly I still don’t know what to expect because it is such a mystery. Within the pages of Volume 1, I was treated to GORE-Geous artwork and a story that left me needing more!
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Posted on May 30, 2012 by Billzilla
The thing about being a Storyteller is you always need more stories for your players. How often you need new material depends on how efficient your players are at having their characters conclude business from night to night. There are plenty of adventures out there, but few are so nicely tailored to dropping into any campaign like those from The Resurrectionists Collection.
The first adventure, “The Resurrectionists”, involves the PCs in plot to resurrect a torpid elder – a scenario that will likely result in more questions than answers by the end.
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Posted on May 29, 2012 by Megan
If you go down to the woods today… the surprise will not be teddy bears eating al fresco! Whilst the introduction tells an intriguing and innovative backstory as to who really is there for the GM’s eyes, the characters will first be approached by a worried village mayor who is concerned by the absence of a local hunter who was hired by a shepherd who feared that a bold wolf has been snacking on his sheep…
The village has had other problems, the sage’s house was broken into and books and alchemical equipment stolen. It seems that something is afoot, and the characters, as passing adventurers, are asked to help. Assuming that they do, a trail will be found that leads into the Dark Wood and whatever it is that lies in wait for them there.
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Posted on May 28, 2012 by DecapitatedDan
The zombies have over run the Earth! A small outpost, remnants of a twisted scientists’ scheme to defeat the plague holds out against the army of King Zombie. Their secret weapon are the Lepers-victims of a bizarre experiment that left them with dead flesh in breathing husks with skin that even zombies won’t touch. This new series of Deadworld is perfect for new readers to join in the frenzy of what has been called the “grand-daddy” of all zombie comics.
Welcome back my old friend. It is about damn time that we meet again. The last time we saw this cast of characters in Deadworld, was with the highly praised Slaughterhouse OGN. The events that will unfold in this series are picking up around one year after that.
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Posted on May 25, 2012 by Flames
If someone had handed me a copy of Chicks Dig Comics when I was younger I would not have known what to do with it. Growing up as a comic book nut during the 80s and 90s I never saw girls reading comics so the title alone would have thrown me for a loop. While my brother and I devoured stories about the X-Men, Captain America and Superman my sister wanted nothing to do with them. I spent a lot of time in my local comic book shop and I cannot recall ever seeing a woman in that little hole in the wall.
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Posted on May 24, 2012 by Monica Valentinelli
Fantasy as a genre is rife with rich worlds, dense descriptions, and complex cultures. As a reader (and a writer) I’ve always been fascinated with how other authors explore cultures within the context of the genre. Sometimes, a culture is revealed through a character’s actions or speech patterns; other times, through the way a particular town or setting is described.
In my experiences, the majority of the books I’ve read keep diverse cultures at the background of the story instead of the forefront. Intellectually, I understand why this is. Often, there’s a lot of world to explore and, in the fantasies I’ve read, that means the story matches that as well. Still, I’ve often found my reading has been bereft of the richness of contemporary stories that were firmly rooted in “a” non-European culture in “this” genre. Is that a fault of the industry? No, it just means there’s been a gap in my library that this picky reader hasn’t been able to fill since I first read The Alchemist by Paulo Coelho many years ago.
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