Reviews from R'lyeh: 1984: Railway Rivals

  • Subscribe to our RSS feed.
  • Twitter
  • StumbleUpon
  • Reddit
  • Facebook
  • Digg
Showing posts with label Solo Adventure. Show all posts
Showing posts with label Solo Adventure. Show all posts

Monday, 24 November 2014

Solo History

Posted on 01:50 by Anthony Carold
There are many gamers who will tell you that it was Vampire the Masquerade that got them into roleplaying. That was in the 1990s. There are many gamers who will tell you that it was Dungeons & Dragons that got them into roleplaying. That was in the 1970s and of course, ever since... There are many gamers who will tell you that it was another phenomenon, of the 1980s, that got them into gaming, certainly if they are British, that of the Fighting Fantasy™ solo roleplaying books. Created in 1982 by Ian Livingstone and Steve Jackson with the publication of The Warlock of Firetop Mountain, in the thirty years since, some sixty or so titles have published in the series and some seventeen million copies have been sold. In their time, the Fighting Fantasy™series has produced bestsellers, computer games, board games, and of course, a dedicated fan base. Now it has its own history book.

You Are The Hero: A History of Fighting Fantasy™ Gamebooks is that history book. Funded via Kickstarter, this is the definitive guide to the series and the phenomenon; a ‘coffee table’ style book lavishly illustrated with artwork that has both graced the insides and the outs of titles in the Fighting Fantasy™ series, from first—The Warlock of Firetop Mountain—to the last, Blood of the Zombies. This includes the book covers by the likes of Peter Andrew Jones, Ian Miller, Ian McCaig, as well as the internal illustrations of Russ Nicholson, Martin McKenna, Alan Langford—and more!

That more includes the original map for The Warlock of Firetop Mountain; original notes for The Forest of Doom; details about cameo appearances made by Livingstone and Jackson in Fighting Fantasy artwork; maps of the worlds and locations of the Fighting Fantasy series; plus the input of not just the artists and authors involved in every Fighting Fantasy title, but the fans too. The array of opinions given here are surprisingly frank. Most of them are as positive, even as gushing, as you would expect, but some are bluntly critical, in some cases by authors and artists of their own work. This gives the book a refreshingly engaging feel. Also explored are the other media where Fighting Fantasy appears—board games, computer games, phone games, magazines, and more. The book is thus thoroughly comprehensive, all but exhaustive in its coverage of all things Fighting Fantasy. Along the way it throws in fact after fact about the books, their creators, and the Fighting Fantasy phenomenon, all before bringing right up to date with the publication of Ian Livingstone’s Blood of the Zombies and the adaptations of the Fighting Fantasy series into titles that be played on tablets and mobile telephones.

To an extent, You Are The Hero is not just a history of the Fighting Fantasy series. It should be no surprise to the reader given that Ian Livingstone and Steve Jackson created the series, that this volume also sketches a biography of the two men’s careers, and thus of Games Workshop and the games and computer industries in the UK over the last forty or so years. If there is an issue with You Are The Hero it is that it feels slightly rushed. It needs an edit in places and the layout is clumsy in places. Perhaps the book’s biggest weakness is its lack of an index, which is disappointing given that the subtitle of the book is ‘A History of Fighting Fantasy™ Gamebooks’—and that suggests that the book is intended to be reference work. The lack of an index is only a hindrance to that purpose.


There were ‘choose your adventure path’ style books available before the Fighting Fantasy™ series, whether that is the solo adventures for the Tunnels & Trolls RPG or my first experience with the genre, Mission to Planet L, part of the Tracker book series in 1975. Similarly there were various books and titles that appeared alongside the Fighting Fantasy™ series. Of course, they are not the subject of You Are The Hero, so there remains to be written a definitive history of the ‘choose your adventure path’ style book. Jonathan Green, the author of You Are The Hero and himself the author of four Fighting Fantasy adventures, is perhaps the man to write such a history… After all, he has already written the Fighting Fantasy chapter right here. As much a trip down memory lane as an informative and fascinating exploration of gaming before the digital age brought into said digital age, You Are The Hero: A History of Fighting Fantasy™ Gamebooks is the definitive guide and history to the phenomenon that introduced reading, interactive fiction, and fantasy roleplaying to a wider audience than ever before.
Read More
Posted in Fantasy, Fighting Fantasy, History of gaming, Ian Livingstone, Solo Adventure, Solo Adventures | No comments

Sunday, 23 June 2013

Fighting Fantasy Undead

Posted on 15:13 by Anthony Carold
Nostalgia is a wonderful thing, especially if the things that you love can be brought back. When it comes to being a British gamer of a certain age, there is nothing to be more nostalgic about than the Fighting Fantasy series. Launched in 1982 with the release by Puffin Books of The Warlock of Firetop Mountain, co-authored by the founders of Games Workshop, Steve Jackson and Ian Livingstone, this series of “choose your own adventure” books holds a special place in the hearts of British gamers — The Warlock of Firetop Mountain in particular. It would run to some fifty-nine titles in the initial line-up, and in the process, sell millions of copies and popularise the concept of roleplaying, spearheading its presence in bookshops everywhere.

Since 2002, the Fighting Fantasy series has been published by Wizard Books under whose aegis two anniversaries have been celebrated. The first was series’ twenty-fifth anniversary, for which a special hardcover edition of The Warlock of Firetop Mountain was published; the second was the thirtieth anniversary, in 2012, for which Blood of the Zombies was released. This is the first Fighting Fantasy title by Ian Livingstone since 2005’s Eye of the Dragon. It brings the series up to date, not just in terms of mechanics, but also terms of subject matter. After all, no threat is as contemporary and in vogue as zombies were in 2012 – and still are in 2013.

In Blood of the Zombies, the hero – as controlled by the reader – can be best described as “field researcher” with an interest in myths and legends, or at least a student of beasts mythological. As this hero, travelling across Europe in search of one beast after another, you find yourself taken captive in Transylvania and imprisoned in Goraya Castle. Its owner, Gingrich Yurr, is an insane megalomaniac who has plans for both you and the others he holds prisoner – that is, to turn you and everyone held captive into a zombie and then unleash the undead horde on the world. Being the resourceful type you have managed to escape, so all that stands between you and the end of the world are four hundred paragraphs of exploring, gathering the weapons and resources necessary to defeat Gingrich Yurr, and holding off one wave of the corpse cortege after another…

To handle the action, Blood of the Zombies presents a stripped set of rules. In the original Fighting Fantasy titles each hero had three statistics – Skill, Stamina, and Luck. The first of these represented a hero’s fighting ability, the second his health, and the last, his good fortune or otherwise as he proceeded through each adventure. In Blood of the Zombies, the hero has a single statistic – Stamina, essentially the number of attacks the hero can withstand before being overcome and killed. Combat is kept simple with the hero always being able to attack first – zombies after all, are notoriously slow; the hero always hitting and inflicting damage, each hit putting down a zombie, so the better the weapon the more zombies it destroys; and when it is the zombies’ turn to attack, the hero loses a point of Stamina for each zombie he faces – so it is a good idea to find the biggest weapon possible as quickly as possible! The reader will also need to note exactly how many zombies he kills in his escape attempt, otherwise the undead are still a threat to both himself and the world.

Creating a character is simply a matter of rolling two six-sided dice – which is all that a player will need along with a pencil – or flicking through the page and randomly stopping on a page, each of which has dice symbols marked between one and six and adding the result to twelve. This is the hero’s beginning Stamina. Besides the dice and pencil, a player will also need scrap paper, although the book does come with a character sheet.

As much as the adventure has a contemporary setting, in true “Grand Guignol” style, Blood of the Zombies takes place in a castle. Well of course, it is set in Transylvania! As the hero, the reader will find himself working his up from the depths – or the dungeons – of the castle to its living areas to face his gaoler, Gingrich Yurr himself! Along the way, he will encounter members of Yurr’s staff, strangeness and oddities, death-traps, and of course, members of the cadaver cavalcade.

Playing Blood of the Zombies is tough! It is not just a matter of collecting the gear necessary to defeat the zombie threat, but one of collecting the right equipment – though of course, the reader never knows ahead of time what exactly he will need. Beyond the decisions as to what to pick up or leave behind, which door to open and which to ignore, and so on, Blood of the Zombies is all about making the right dice rolls. For combat these are primarily high rolls – the higher the roll, the more zombies are wiped out – but the adventure’s design mixes the rolls up so that the reader never knows the outcome ahead of time. The likelihood is that if the reader manages to survive the rigours of escaping from Goraya Castle and its undead hordes, then it will be by the skin of his teeth.

The downside is that if the reader fails on his first time, then having to play through again is more time consuming than challenging. It does not help that there are moments in the adventure where its linear nature becomes apparent – the preponderance of long corridors makes this unavoidable. Thankfully once the reader towards the end, the various scenes and locations seem to come crashing down onto the reader, one after the other, leading to cinematic ending. The character of the hero is something of an 'everyman', an ordinary fellow, who is driven to undertake extraordinary feats in saving the world and more. He is not necessarily a capable fighter as the human opponents he may well face during the course of Blood of the Zombies are more capable than he is. This should be seen as a reflection of his weakened state as much as it is the fact that he is an ordinary man and not the trained fighter that would instead be treading the caves and passageways of Warlock of Firetop Mountain. He can of course, blast zombies away with the best of them… that is, unless his dice rolls let him down.

Throughout, the design and writing in Blood of the Zombiesis decent. It is not overly descriptive, but the tension is kept high at the right points, and the few personalities that the hero meets are more than mere bodies waiting for death at the hands of said hero. In addition there are numerous in-jokes scattered throughout the halls of Goraya Castle, though some of them might be a little obscure to younger readers.

Blood of the Zombies is an enjoyably nostalgic trip back both an older style of game and and older style of adventure. It updates the format to provide a contemporary cinematic blast of an adventure and a few tense hours alone...
Read More
Posted in Fighting Fantasy, Horror, Ian Livingstone, Solo Adventure, Survival Horror, Zombies | No comments

Wednesday, 21 March 2012

One for All

Posted on 12:12 by Anthony Carold

The roleplaying hobby is divided when it comes to deciding what is, and what is not a legitimate review. One opinion holds that it is perfectly alright to review a roleplaying book after it has been read and its contents been given some considered thought. Another decries this approach totally and claims that for a review to be legitimate, the RPG or supplement in general must be played through to gain a full understanding of how the game or the contents of the supplement work when played through. Both points of view are valid, and both have their problems. With the first point of view, it is true that not every kink in an RPG’s design is going to necessarily come out in a simple read through. The second though, ignores two important practicalities. One is that few people have the time to read and digest every RPG or supplement and then play them, and this practicality is exacerbated by another, the fact that reviewing roleplaying games and supplements is done by amateurs in their own time. Roleplaying is a time consuming hobby and playing a new roleplaying game or supplement takes time, which is something of a problem when the demand for reviews is immediate or as soon after the title in question is released as is possible. It is also ignores that to a certain extent, one roleplaying game plays pretty much like another and in writing a review, much of the task is interpreting how the rules reflect the setting and vice versa. Having read and played a variety of RPGs helps with this process and gives a reviewer an understanding of how they work.

Fortunately, Open Design has something new out that negates the debate all together, because it has to be played through in order to be read. Best known for publishing Kobold Quarterly, the only roleplaying periodical to make it to the shelves at your local, friendly gaming store, recent issues of the magazine, specifically issues #18 and #19 contained solo adventures that could be played with the minimum of rules and dice. These proved popular enough for Open Design to launch the Party of One series, a new line of solo adventures that require nothing more than paper, pencil, and six-, eight-, and twenty-sided dice. Further, each of the adventures is compatible with Paizo Publishing’s Pathfinder Roleplaying Game Beginner Box, so they are good choice for players wanting more experience with the game on their own.

The first entry in the Party of One series is Kalgor Bloodhammer and the Ghouls through the Breach. It comes as an 11.89 Mb, fourteen page PDF that contains a total of seventy-three paragraphs. It is done in full colour throughout, although there are only the two illustrations. One useful use of colour is that the rules pertinent to each entry are marked in red. Rounding out the adventure are two character sheets, one for a first level character, the other for a third level character. Both sheets though, are for the adventure’s character, a Dwarf Fighter, Kalgor Bloodhammer who has ambitions to enlist in the Iron Shields, the elite guards that protect his home city.

The first part of the adventure sees Kalgor Bloodhammer attempt to join the Iron Shields, whilst the second sees him come to the defence of the city against an incursion of Ghouls (this is not a spoiler as they are mentioned in the adventure’s title. It primarily involves our protagonist moving between a limited number of locations, protecting his fellow Dwarves, gaining allies, and even a magical aid or two, and discovering secrets. Yes, discovering secrets… There is much more going on in this adventure than the simple need to defend a Dwarfish city, and depending upon what he discovers, Kalgor will have to make some important decisions at the end of the scenario. The presence of these secrets and the non-linear nature of the adventure – that Kalgor is free to travel between various locations – do add much to the play of the adventure, even a little depth and certainly the requirement to make more interesting decisions than where to go and what to hit.

As enjoyable as Kalgor Bloodhammer and the Ghouls through the Breach is, it does leave a question or two unanswered – not with the adventure itself, but with the support. For example, it provides character sheets for Kalgor at both first and third level. From examining both, it is apparent that it is the third level character that is being played and not the first, but the stats do not quite match up. For example, the Attack Bonus for Kalgor in the adventure is +8, but only +6 on the sheet. Further, nowhere does it explain why either version of the character is included in the PDF. Lastly, it would have been nice if Experience Point awards had been included so that a player could track his success over the course of the adventure and then even take a character onto other adventures.

Kalgor Bloodhammer and the Ghouls through the Breach can be played through in about an hour. Perhaps a little longer if a player wants to explore its entire story. The result is enjoyable and fun, the combat tense, and the choices presented all have ramifications. The mechanics are kept simple and in line with the Pathfinder Roleplaying Game Beginner Box, such that a player could easily create his own character using the rules and play through this adventure to see how it would. Overall, Kalgor Bloodhammer and the Ghouls through the Breach gets the new Party of One series off to a good start.

Read More
Posted in Dungeons and Dragons, Fantasy, Kobold Quarterly, Open Design, Pathfinder, Pathfinder Roleplaying Game, Solo Adventure, Solo Adventures | No comments

Sunday, 4 December 2011

An Electronic Elder Sign

Posted on 15:21 by Anthony Carold

If you play board games, owning a good smart phone or a tablet is an excellent device to add to your games collection. Although neither will replace the social aspects of playing a board game nor the pleasure of handling a game’s physical components, a good version of a board game adapted to either device will capture exactly the feel and tactics of its play whilst handling the game’s mechanics. Such a good version should also offer solo play as well as play against other opponents, or if a co-operative game, allow the participants to play together. The version of Rio Grande Games’ Carcassonne adapted by exozet games is excellent example of the former, whilst Elder Sign: Omens is an excellent example of the latter. It is available on the Android and iOS platforms, this review having been done on an Android tablet.

As the title suggests, Elder Sign: Omens is the electronic adaptation of Elder Sign, the third co-operative board game of Lovecraftian investigative horror published by Fantasy Flight Games. Where Elder Sign has up to eight investigators exploring Arkham Museum to prevent the strange goings on that herald the coming of an Ancient One such as Azathoth, Cthulhu, or Yog-Sothoth, Elder Sign: Omens has a team of up to four investigators exploring Arkham Museum to prevent the strange goings on that herald the coming of the Ancient One known as Azathoth.

The game has the intrepid investigators visiting the various parts of the museum, some of which might lead to other dimensions, and casting glyphs that will counter to stop the strange goings on in each location. The investigators will each have their own special ability that will help them in this casting as various spells, items, and clues that in turn enable then investigators to hold onto glyphs between castings, add more glyphs, and re-cast the gylphs. If successful, the investigators can gain more spells, items, and clues as well as the all-important Elder Signs that they need to accumulate in order to prevent the coming of Azathoth. If unsuccessful, the investigators can suffer deleterious effects to their health and sanity; have monsters appear particular locations that need to be dealt with before the tasks there can be attempted; and let Azathoth gain more of the Doom Tokens that mean that the Outer God is closer to Earth.

Elder Sign: Omens begins by asking the players to assemble an investigation team, either by selecting from one of the sixteen available or by taking a random team. Each of the investigators is illustrated and is accompanied by a description of his or her ability. For example, Harvey Walters can alter Terror glyphs to Lore glyphs, whilst Carolyn Fern is a Psychologist who can help restore her own Sanity or that of another investigator. From there, the investigators can proceed to the Museum itself, shown by a map upon which are marked the first of the game’s many bizarre incidents. These can be scrolled through and examined before going there, enabling the players to make a choice as to which ones they tackle.

At each incident, an investigator will be confronted by one or more tasks. Sometimes these have to be done in a certain order, but most can be completed in any order. Either way, only a single task can be completed with a single casting of glyphs. These are cast to match the symbols on each task, the glyphs either being used to match the symbols or re-cast to get the ones needed. Re-casting the glyphs is usually done at the cost of losing a glyph on the next casting. Consistent quickly leads to the investigator failing to deal with the incident and suffering various effects as described above.

The players need to accumulate fourteen Elder Signs if they are to prevent the coming of Azathoth, who only needs to gain twelve Doom Signs. This is not an easy task, especially if monsters appear that make tasks more difficult or even prevent glyphs from being cast until they are dealt with. In addition to the growing number of Doom Tokens, a sense of urgency is built into the game with a clock that regularly strikes midnight and heralds further terrible effects such as more monsters appearing or Azathoth acquiring yet more Doom Tokens. The players’ choice of investigators will ease or hinder this task, with investigators who can re-cast glyphs tending to be easier to use, if not being more useful. With sixteen investigators to choose from, Elder Sign: Omens has the capacity for the players to experiment to get the right combination of investigators that they are happy to explore the museum with.

Physically, Elder Sign: Omens is very well presented. The artwork, much of it seen in previous games of Lovecraftian investigative horror from Fantasy Flight Games, is used to great effect with some of it animated as certain events occur. In fact, on a tablet device, the artwork is better presented than in the actual Elder Sign board game, where the artwork, although very good, is too small to be really appreciated. Elder Sign: Omens also handles the physical mechanics of the game, such as the clock striking midnight and the appearance of new incidents, with a pleasing deftness that makes the game flow uninterrupted. Together, the removal of these mechanical processes away from the players’ gaze and the removal of the clutter of components that can be an issue in Fantasy Flight Games titles, combined with the use of the map to guide the investigators around the museum serve to give Elder Sign: Omens something akin to a narrative flow, which unfortunately, is somewhat lacking in the board game itself.

If anyone has played the Elder Sign board game, they will notice certain differences between it and Elder Sign: Omens. Most obvious is that fact in casting the glyphs to attempt tasks, the players are not actually rolling dice as they are in the board game, but the removal of the dice gives the play of the game much more an immediacy. The other noticeable differences between Elder Sign and Elder Sign: Omens are that only the one Ancient One is ever faced in the current version of Elder Sign: Omens and that it is not possible for the investigators to have Allies in Elder Sign: Omens as they can in Elder Sign. Neither of these should be seen as actual omissions, but rather as a streamlining that eases the flow of the game.

The final major difference is that in Elder Sign it only matters whether the investigators prevented Azathoth from coming to Earth or not, whereas in Elder Sign: Omens, not only does that matter, but so does how well they did. At the end of each game, the performance of the investigators, and thus the players, is scored. The game keeps a record of the scores, so everyone can check to see how well they have done.

For anyone new to the game, Elder Sign: Omens comes complete with a tutorial that guides you through the game with the aid of a nicely ominous voiceover – this voiceover also narrates various events throughout the game. To chilling effect. The tutorial itself needs careful attention to fully grasp how the game is played, and is probably worth watching again after at least one full play through of the game. Fortunately, the tutorials can be reset to watch again. Overall though, anyone who has played Elder Sign will have an easier time in playing Elder Sign: Omens than someone who has not.

As a playing experience, Elder Sign: Omens is an excellent solo experience. It also plays well with two participants, their discussing various courses of action and deciding what each investigator will do and what each will do with their glyphs. With more players, the game slows a little essentially because everyone is sat around a small screen and the decision making process takes a little longer. Nevertheless, having the tablet makes the game feel faster and slicker, as well containing everything needed in one easy to hold package.

Just like the board game it is based on, Elder Sign: Omens offers a pleasing balance between decision making and luck, the latter in the form of the casting of the glyphs. As an adaptation, it is a polished and assured version of Elder Sign, one that every fan of Lovecraftian gaming should enjoy. Is Elder Sign: Omens a sign of things to come that other Fantasy Flight Games titles might be appearing in electronic format?

Read More
Posted in Android, App, Board Game, Co-Operative Game, Dice Game, Fantasy Flight Games, Historical, Horror, Investigative, iOS, Lovecraftian Horror, Review, Solo Adventure | No comments
Home
Subscribe to: Posts (Atom)

Popular Posts

  • 2004: Castles & Crusades
    1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all ...
  • Quest for a Story
    The traditional generic or multi-genre RPG is an attempt to provide an all-encompassing set of rules and mechanics that allow a GM to creat...
  • 1974: Original Dungeons & Dragons
    1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all ...
  • Take the Caves Back!
    The reputation of B2 Keep on the Borderlands  and its influence on fantasy roleplaying is such that publishers keep returning to it. TSR, In...
  • Threatened Empires
    Ruined Empires: An Adventure for Abney Park’s Airship Pirates is the first release for Abney Park’s Airship Pirates RPG Based on the Songs ...
  • Lovecraftian Fantasy
    It is due to a matter of simple copyright, but Dungeons & Dragons never truly explored a fantasy infused with the writings of H.P. Love...
  • Cthulhu Classics III
    These days Grenadier Models, Inc. is better known for its miniatures, whether for Advanced Dungeons & Dragons or Call of Cthulhu . What...
  • The Indigo Ivory Depths
    Tony Dowler is best known as the cartographer who developed, How to Host A Dungeon , a toolkit that enabled the GM to create an ancient dung...
  • Monkey Magic!
    If you are English and of a certain age, you will remember a television series by the name of Monkey . Although based on the Chinese novel J...
  • For Cultured Friends
    When you get home and are asked, “Who do you know in Toronto?”, in this household there can only be two answers—Robin D. Laws and James Mali...

Categories

  • $1
  • 13th Age
  • 1890s
  • 1920s
  • 1940s
  • 1974
  • 1980s
  • 1984
  • 2000 AD
  • 2004
  • 2014
  • A Game of Thrones
  • A Song of Ice and Fire
  • About RPGs
  • abstract game
  • Achtung! Cthulhu
  • Action
  • Action Table system
  • Adam Gauntlett
  • Adamant Entertainment
  • adult
  • Adult Humour
  • Advanced Dungeons and Dragons
  • Adventure Game Engine
  • Adventureland Games
  • Agate RPG
  • AGE System
  • Agricola
  • Alderac Entertainment Group
  • All Flesh Must Be Eaten
  • All for One
  • Alternate History
  • Ancient History
  • Ancient Rome
  • Android
  • Anniversary
  • App
  • Apple
  • Arc Dream Publishing
  • area control
  • Ariel Productions
  • Arion Games
  • Arthurian RPG
  • Asmodée Éditions
  • Atlas Games
  • Atomic Overmind Press
  • Avalon Hill
  • Basic Dungeons and Dragons
  • Basic RolePlay System
  • Bestiary
  • Bezier Games
  • Black Box Games
  • Black Powder roleplaying
  • Board Game
  • Brabblemark Press
  • Brittannia Game Designs
  • Bully Pulpit Games
  • Cakebread & Walton
  • Call of Cthulhu
  • Call of Cthulhu Classics
  • Cambridge Games Factory
  • Campaign
  • Card Game
  • Castles & Crusades
  • Catalyst Game Labs
  • Chaosium
  • Cheapass Games
  • Chemistry
  • Children's game
  • Chivalry and Sorcery
  • Christmas
  • Chronicle City
  • Chronicle System
  • cinematic
  • Civilisation
  • Class
  • Co-Operative Game
  • Cocktail Games
  • Colonial Gothic
  • Comedy
  • Conan
  • Conquistador Games
  • Conspiracy
  • CORTEX System
  • Crash Games
  • Cthulhu
  • Cthulhu Britannica
  • Cthulhu by Gaslight
  • Cthulhu Dark Ages
  • Cthulhu Fluxx
  • Cthulhu Invictus
  • Cthulhu Now
  • Cubicle Seven
  • Culture Game
  • Curse of Chaosium
  • Cyberpunk
  • D&D Next
  • d20 System
  • Daring Entertainment
  • Dark Fantasy
  • Dark Osprey
  • Dave Gorman
  • Days of Wonder
  • Deadlands
  • Deadlands Noir
  • Deck Manipulation Game
  • Deductive Game
  • Degenesis
  • Delta Green
  • Dice Game
  • Dice Hate Me Games
  • Diceless RPG
  • Dinosaurs
  • Doctor Who
  • Doctor Who Sourcebook
  • Dragon Age
  • Dragonlance
  • Dragons
  • Dungeon
  • Dungeon Crawl Classics
  • Dungeons & Dragons Fifth Edition
  • Dungeons and Dragons
  • Dungeons and Dragons Fourth Edition
  • Dystopia
  • Eden Studios
  • Edge of the Empire
  • Edinburgh Fringe Festival
  • Edition 0
  • Educational
  • Egyptology
  • Elizabethan
  • Empire of the Petal Throne
  • Espionage
  • Euro Game
  • Evil Hat Games
  • Expansion
  • fairy stories
  • Family Game
  • Fantasy
  • Fantasy Flight Games
  • Fanzine
  • Far Future
  • Faster Monkey Games
  • Fate Core
  • FATE System
  • Fear Itself
  • Fighting Fantasy
  • Filler Game
  • Firefly
  • Firefly Role-Playing Game
  • Fluxx
  • Forgotten Realms
  • Free RPG
  • Free RPG Day
  • French RPG
  • FunForge
  • Gale Force Nine
  • Game Wright
  • Games
  • Games Workshop
  • Gareth Hanrahan
  • Gateway Game
  • Generic
  • Genre Book
  • German RPG
  • Gloom
  • GM advice
  • GM Screen
  • Goblinoid Games
  • Godlike
  • Golden Age Science Fiction
  • Golden Goblin Press
  • Goodman Games
  • Gorilla Games
  • Graham Walmsley
  • Graphic Novel
  • Green Ronin
  • Grenadier Models
  • Grognardia
  • GUMSHOE System
  • HackMaster
  • HackMaster Basic
  • Halloween Horror
  • Hellfrost
  • Heresy Engine
  • HeroQuest
  • High Fantasy
  • Hisashi Hayashi
  • Historical
  • Historical Fantasy
  • History of gaming
  • Hollywood
  • Hopwood Games
  • Horror
  • Humour
  • Ian Edginton
  • Ian Livingstone
  • IDW
  • Iello Games
  • Inc.
  • Indie
  • Indie Boards and Cards
  • Instant RPG
  • introductory game
  • Introductory RPG
  • Investigative
  • iOS
  • It's a Chris game
  • It's a Dave Game
  • James Maliszewski
  • Japanese Game
  • Japon Brand
  • Jason Morningstar
  • John Goff
  • John Wick
  • John Wick Presents
  • Judges Guild
  • Keep on the Borderlands
  • Ken Hite
  • Kenzer and Co.
  • Kickstarter
  • Kingmaker
  • Kobold Quarterly
  • KQ
  • Labyrinth Lord
  • Lamentations of the Flame Princess
  • Leagues of Adventure
  • Legends of the Five Rings
  • Light RPG
  • Looney Labs
  • Lovecraft Country
  • Lovecraftian Horror
  • Low Fantasy
  • Ltd.
  • Lumpley Games
  • Maelstrom
  • magazine
  • Magic
  • Margaret Weis Productions
  • Mayday Games
  • Medieval
  • Microgame
  • Middle Earth
  • Military Adventure
  • Mindjammer Press
  • Minion Games
  • Miskatonic River Press
  • Miskatonic University Library Association
  • Modern
  • Modiphius Entertainment
  • Modiphius Press
  • Mongoose Publishing
  • Monograph
  • Monograph Misfire
  • Monsters & Magic
  • Monte Cook Games
  • Moon Design Publications
  • MULA
  • Multi-Genre
  • Near Future
  • Noir
  • Non-fiction
  • Norman
  • Norse
  • Nostalgia
  • Nostlagia
  • Numenera
  • Occult
  • Ogrecave
  • Old School Renaissance
  • Old West
  • Once Upon a Time
  • One-Shot
  • Open Design
  • OpenQuest
  • Opsrey Adventures
  • ORE System
  • Oriental
  • Oriental Fantasy
  • Oscar Rios
  • Osprey Publishing
  • Pagan Publishing
  • Paizo Publishing
  • Party Game
  • Pathfinder
  • Pathfinder Roleplaying Game
  • PDQ System
  • Pelgrane Press
  • Personal Computer
  • Philmar Ltd.
  • Pinnacle Entertainment Group
  • Pirates
  • Play Dirty
  • Political
  • Post Apocalypse
  • Posthuman Studios
  • Postmortem Studios
  • Preview
  • Primeval
  • Pulp
  • Pulp Cthulhu
  • punk
  • Purist
  • Pyramid Magazine
  • Queen Games
  • Queens Games
  • railway game
  • Reality Blurs
  • Realms of Cthulhu
  • Red Raven Games
  • Red Shift Games
  • Red Wasp Design
  • Religious
  • Renaissance Deluxe
  • Retrospective
  • Review
  • Richard Pett
  • Risk
  • Rite Publishing
  • RM308 Graphics & Publishing
  • Robin D. Laws
  • Rocket Race
  • Rogue Games
  • Romance
  • RPG
  • RuneQuest
  • Runquest
  • Satire
  • Savage Worlds
  • Scenario
  • Science
  • Science Fantasy
  • Science Fiction
  • Science!
  • Secrets of Japan
  • Semi Co-operative
  • Settlers of Catan
  • shadows of esteren
  • Shakespeare
  • Share Game
  • Signal Fire Studios
  • Silly RPG
  • Silver Branch Games
  • Sixtystone Press
  • Social Game
  • Solo Adventure
  • Solo Adventures
  • Source Book
  • Space Opera
  • Spanish Civil War
  • Spiel des Jahres winner
  • Spiral Galaxy Games
  • Star Wars
  • Star Wars: Edge of the Empire
  • Starter Set
  • Steampunk
  • Steve Jackson Games
  • Storytelling
  • Strategy Game
  • Stronghold Games
  • Superheroes
  • Supernatural
  • Surprised Stare
  • Survival Horror
  • swashbuckling
  • Swords and Sorcery
  • Systemless Book
  • Tea
  • Tekumel
  • Television
  • The Day After Ragnarok
  • The Design Mechanism
  • The Laundry
  • The One Ring
  • The Walking Dead
  • Thieves of Time
  • Third Eye Games
  • Ticket to Ride
  • Ticket to Ride Map Collection
  • Time Travel
  • Tolkien
  • Tony Dowler
  • TonyBoydell
  • Too Much Games
  • Tool
  • Trail of Cthulhu
  • Train Game
  • Transhuman
  • Treachery
  • Treefrog Games
  • Triple Ace Games
  • Troll Lord Games
  • TSR
  • TSR (UK)
  • two player game
  • Ubiquity system
  • UK Games Expo
  • Urban Fantasy
  • Vampires
  • Victoriana
  • Vikings
  • War Game
  • Wargame
  • Weird
  • Weird Fantasy Role-playing
  • Weird West
  • White Box Fever
  • Wild West
  • Winsome Games
  • Wizards of the Coast
  • Wolfgang Baur
  • Wordplay games
  • Worker Placement
  • World War Cthulhu
  • World War I
  • World War II
  • WotC
  • Z-Man Games
  • Zombies

Blog Archive

  • ▼  2015 (7)
    • ▼  January (7)
      • 1984: Railway Rivals
      • A Shared Fate
      • For Cultured Friends
      • Take the Caves Back!
      • The Fourth Doctor
      • Thule Squared
      • The Pen is mightier...
  • ►  2014 (68)
    • ►  December (6)
    • ►  November (6)
    • ►  October (7)
    • ►  September (4)
    • ►  August (4)
    • ►  July (6)
    • ►  June (4)
    • ►  May (6)
    • ►  April (8)
    • ►  March (9)
    • ►  February (4)
    • ►  January (4)
  • ►  2013 (56)
    • ►  December (6)
    • ►  November (8)
    • ►  October (6)
    • ►  September (6)
    • ►  August (7)
    • ►  July (5)
    • ►  June (3)
    • ►  May (2)
    • ►  April (1)
    • ►  March (3)
    • ►  February (4)
    • ►  January (5)
  • ►  2012 (62)
    • ►  December (3)
    • ►  November (7)
    • ►  October (5)
    • ►  September (4)
    • ►  August (7)
    • ►  July (1)
    • ►  June (4)
    • ►  May (6)
    • ►  April (4)
    • ►  March (6)
    • ►  February (8)
    • ►  January (7)
  • ►  2011 (7)
    • ►  December (7)
Powered by Blogger.

About Me

Anthony Carold
View my complete profile