Showing posts with label Collection Showcase. Show all posts
Showing posts with label Collection Showcase. Show all posts

Tuesday, October 11, 2011

Ten Favourite RPG Products

If I had time to game, I would be using one of these, my all time favorite RPG products. Some are games, some are supplements:

10. Star Trek: The Next Generation Role Playing Game

Known as LUGTrek by those who played it (LUG short for Last Unicorn Games), this was a simple set of rules with a character creation system that I loved. A series of templates were used and were over laid upon the basic character to create the hero wanted for the game.

The system wasn't perfect. Somethings were glitchy; for instance starship battles were long and drawn out and just about anything was solvable with a creative use of skills and technobabble. However, I ran a year long campaign with this that everyone had a blast with.

I don't think I would ever run it again, although I have considered it, but when I did play this game, I had a blast.

9. GURPS Fantasy Folk (3rd edition rules)

This is a great book stuffed full of lots of cool factoids and adventure seeds. I owned many GURPS supplements, but this is the only one that I used as much as the main GURPS rulebook. My D&D races were and are heavily influenced by this book. I can't recommend it enough just as a source of good ideas.



8. Tunnels & Trolls (5th edition)

Tunnels & Trolls 5th edition is a game I love, but every time I try to get people to play it, there is always that "one guy" that sneers and bitches so much that it isn't worth the effort. Consequently, every time I am lucky enough to join in as a player in T&T, it never lasts.

Simply, I love this game. I choose 5th edition, for it is the edition I own. It is easy to learn, plays fast and the only solid rule is use common sense. It is the ultimate old-school game, in my not-so-humble-opinion.


7. GURPS (3rd edition)

I've played lots of roleplaying games in my day, and a lot of those games were played with the third edition of Steve Jackson's GURPS. I went through a phase in the late 80's and early 90's where I wouldn't play anything unless I could run it with GURPS. I was, in fact, a GURPS Snob.

I had lots of the world books and supplements, but used very few of them. Honestly, I found GURPS to be most useful when I was converting other games and supplements for use with it.

I fell out of love with GURPS, and can't honestly see myself using it again, but man I got a lot of mileage out of this baby. My copy is so beaten, it barely stays together.

6. Birthright
While I was never a fan of the 2nd edition AD&D rules, I spent a greater part of the 90's running my fantasy campaigns in TSR's Birthright setting. I initially picked it up in a bargain bin at a book store, and was so impressed with it, I couldn't wait to run it. For the next six years, all of my D&D campaigns were in the realm of Birthright. When WotC came out with 3rd edition, I converted my BR campaign to 3rd (only to later discover that there was a thriving on-line BR Community that had done the work for me). I even once ran BR with GURPS 3rd edition (again, GURPS Snob).

I still have a fond spot in my heart for BR and have been tinkering with a FUDGE version of the game off and on for years. Someday...


5. FUDGE

Speaking of Fudge, I've never actually played this system, but have been tempted to so many times. I've lost track of how many different Fudge campaigns I have planned and never played.

It is such a simple system. It is easy to learn and has my favorite price: FREE!

Someday I will play this game. I must. I promise myself.







4. Death on the Reik

Of all the pre-packaged adventures I have ever run, this is my all time favorite. Death on the Reik (DotR) was originally written for the first edition of Warhammer Fantasy Roleplay.

It is the ultimate sandbox adventure. Early into it, the characters come into possession of a trading ship and become traders. Along the way, they can go anywhere, but they are hounded by cultists, Skaven, vampires, and come across some pretty cool places to explore.

It is part of the mega-campaign called "The Enemy Within", but is my favorite part of the whole campaign. I've played many miles with this book and have many memorable campaign moments.


3. Advanced Dungeons & Dragons Dungeon Master's Guide (1st ed.)

I love this book. While first edition may not be my "go-to" edition of the game that is dear to my heart, this guide is my "go-to" reference. I have referenced Gygax's big-book-of-everything even when I'm not playing D&D. For instance, are you playing a science fiction game and your players are stranded on an alien planet with only horse-like creatures for transportation and you need to know how long it will take them traveling overland to reach civilization? Look here. What if there is a monsoon? Look here. Need trappings for an abandoned temple they found? Look here.

This is such a use full book and even if a game master doesn't find it as use full as I do, it is hard to deny the influence this one tome has had on every edition of Dungeons & Dragons, and just about every other fantasy RPG that came after it.

I chose this cover, for this is the one I have in my collection. I also go against the grain of the norm, and find this cover to be my favorite.

2. Warhammer Fantasy Roleplay (1st edition)

The past ten years of my gaming life have been dedicated to both 1st edition WFRP and 2nd edition. I own the controversial 3rd edition, but have never played it.

This game is genius. What would you get if you took D&D, crossed it with Call of Chtulhu and really hyped up the violence level to the point that combat is deadly and should be avoided? What if that game had a really cool character advancement system where the characters advanced through different careers versus "leveling up"? What if that game had a solid Sword and Sorcery vibe versus a Tolkienish Fantasy realm? What game would it be? Answer: This guy.

I currently play 2nd edition, but the first edition is still one of my favorites; namely, it is my favorite because everything needed is in one book: character creation, game master material on running the game and a monster manual. I love gaming products where everything needed to play is in one volume.

WFRP is a game I will always return to.

1. Dungeons & Dragons
And when I say "Dee and Dee" I'm sayin' any version that came before 1989. This bad boy pictured to the left is the first version of D&D I owned, and was the first RPG I owned (but not the first I ever played - that distinction goes to The Fantasy Trip).

When I was playing in the early 80's, me and my buddies made no distinction between "Basic" D&D and "Advanced" D&D. We also didn't care what version of D&D "Basic" we played with either. Meaning, we gleefully used the Moldvay "five basic sets: Basic, Expert, Companion, Masters, Immortals" and combined them with AD&D.

Our games were a mash of all the available rules. We used Classes and Races, but ignored level limits, and race/class restrictions. We used the Immortal rules to advance our characters to godhood. We got our hands on The Expedition to the Barrier Peaks and had laser weapons alongside vorpal swords. It didn't matter to us, it was all D&D.

When I play the Grand Daddy now, I tend to use Chris Gonnerman's Basic Fantasy Role Playing Game (BFRPG), but in my heart, I'm still playing this game and I'm still 12 and in wonder.

Sunday, May 8, 2011

More Frank Frazetta Art Inspired by Edgar Rice Burroughs

I found a few books that I had forgotten that I bought in San Diego on a recent family vacation. Among them was this gorgeous Frank Frazetta cover for Savage Pellucidar. My copy is a fourth priting by Ace Books circa 1973.

Again, I am struck by how sexy the women in Frazetta's art were. Heavy breasted, round butts, savage, yet innocent.

Enjoy.

Thursday, February 24, 2011

Today's Find at the Hobby Shop

After many years of haunting ebay and after being outbid more times then I can remember, I walked into my hobby shop today. Not believing my eyes, I pinched myself to assure I was indeed awake, I spied a copy of WFRP Empire in Flames on the shelf.

For those that don't know, EiF is part five of the classic Enemy Within Campaign. It was published by Games Workshop many moons ago. Fans received it, and Something Rotten in Kislev - the volume preceding it, poorly. While Shadows over Bogenhafen, Death on the Reik and The Power Behind the Throne (the Enemy Within parts one, two and three respectively) were all applauded, most found the final two installments lacking.

I've run SoB and DotR, plus I've been a player in the Enemy Within up through PBtT. I own and have read SRiK. Up until now, I've never had the opportunity to read Empire.

I'm sad to say, while all the pages are there, there are loose pages in the beginning and end; however, the price I paid reflected the damage. I paid $40 and I've routinely seen this book online with a $99 price tag. So overall, I'm happy with the price I paid.

I'm looking forward to finally being able to form my own opinion on the concluding chapter of the Enemy Within.

Friday, June 11, 2010

Collection Showcase: Tunnels & Trolls



I love rummaging through my gaming collection. My wife would say that I have a large collection, I would disagree. The bulk of my collection is contained in 5 long white magazine boxes (the type you would use for comic books, except fitted for magazine sized periodicals). These boxes work out nicely for my RPGs, to include most of the box sets that I own. I thought it would be fun to show case some of my favorite games. I will start with Tunnels and Trolls by Flying Buffalo.

My collection is small, but I plan on growing it. Pictured here are: 5th (?) Edition Corgi Rule Book; two Solo Adventures: City of Terrors (Solo Adventure 9, Corgi edition), Caravan to Tiern(Solo Adventure 22), two GM Adventures: Castle Ward and Isle of Darksmoke; and I have one issue of Sorcerer's Apprentice #17. All of the listed items came in my box set that I bought directly from Flying Buffalo about eight years ago now. The box set also included Mages Blood and Old Bones, a collection of T&T fiction. I no longer have it, as it was destroyed by our family dog. I Also have Trollzine issues 1 and 2.

I plan on giving a more in depth review of my Tunnels and Trolls items, but that is not the intent of this post. My intent here is to give my history with T&T.

I heard of Tunnels and Trolls early in my fledgling gaming days (about age 10), but did not know much about it. I don't remember having an overall impression of the game at the time, as I was largely ignorant of it. I knew it existed, but not much else. I believe I largely wrote it off as just another D&D pretender. I thought of several games in this light, for instance RuneQuest was given the same treatment by me. RQ is a game I am to this day still largely ignorant about.

I did, a few years later (around age 13), have a passing interest in the game, as I was very much into Metagaming's MicroQuests. I played MQ utilizing loose leafed photocopies of Melee andWizard (both would later become The Fantasy Trip, another small part of my collection I am sure I will high light here at some point).

At the time, I was only aware of T&T through adds in gaming magazines and through these adds I learned that Tunnels & Trolls could be utilized for solo play. Near that time, I was one of very few in my small Pennsylvania town that still gamed, so I was having a hard time finding players for D&D and AD&D. I had largely turned to solo gaming.

My solo gaming started with hours of creating D&D characters and running them through the Monster Manual, Hit Die by Hit Die. Luckily, I discovered MicroQuests at Brass T-Shirts, a local store that sold a modest amount of games. MQ along with "Choose Your Own Adventure" books and a few odd Atari games, were my only gaming outlet. So learning of another Solo system with T&T excited me.

I would have liked at the time to have gained a copy of T&T and did try to, but was unable. About the same time I was seeking T&T, Brass T-Shirts closed, and a dark period of gaming began for me. However, that is a tale for another day. With the closing of Brass T, I did not give T&T another thought until many moons later.

Sixteen years after I wanted to play the game, I finally did so. Shortly after moving to Alaska, I began gaming with a fellow up here that was a T&T fanatic. I never played the game with him, but his enthusiasm for the game rekindled my curiosity enough that eventually I purchased a box set. So despite my wishes, Tunnels & Trolls is a game I did not try until about eight years ago, and I still have not played it much.

My only experience with the game is I ran a couple sessions. In both cases, I had my players roll up 1st level characters and I ran them through dungeons on the fly. I had plans to start up a T&T campaign, but it just hasn't happened.

Why do I like the game? It is easy to learn, I like the simplistic class options (Warrior, Wizard, Rogue - my favorite class, a very Fritz Leiber influenced class, and the rare Warrior-Wizard). There are no Clerics or Thieves, which I like. Clerics ,outside of D&D, always seemed forced to me, and would not make sense in T&T. Thieves are not needed unless a skill based system is being utilized. Most of all, I enjoy the inherent humor of the game. It never seems as if Ken St. Andre is taking things too seriously.

I think it is the humor/oddness of the game that now attracts me. It would work well for a humorous high fantasy dungeon romp. Someday I will run a T&T campaign. I think it would be a hit with my current players. I had one player before that refused to play T&T, and I will not knock him for it. He played it in the past, and had a bad experience. It happens.

Oddly, I still have not used Tunnels & Trolls for the reason I was initially interested: Solo play. I have decided to rectify that and plan on writing about my solo experiences.

However, I currently only own two Solo Adventures, so I must grow my collection. Gee darn, I must buy gaming products.

(By the way, I know there are several free solo's available on the web, but do me a favor and don't tell me wife that).