Posted on September 14, 2010 by Robert A. Howard
I’ve been waiting eagerly for the re-release of the Dark Sun Campaign Setting for a long time – since the early days of 3rd Edition, actually. Why? It’s an amazingly different world in comparison to the somewhat same old and tired fantasy settings out there. But, D&D 3e came and went and Dark Sun languished in some dark corner of the WotC offices – probably collecting dust next to Planescape – forgotten and dejected. I honestly didn’t think I’d ever see this world in print again, but after a decade and half, Wizards of the Coast finally came through with a completely revitalized 4th Edition Athas.
If you haven’t been playing D&D forever and half or just never tried Dark Sun back in its heyday, let me tell you a little bit about what this setting has it store for you. Dark Sun has a very different feel than other settings you may have ever tried.
[...more]
Posted on September 13, 2010 by DecapitatedDan
If I were to just flip through this issue and not take in the story and how the art relates to it I can honestly say I might have passed on it. What a mistake that would have been. I will admit that the art style is jagged and can seem choppy at times, but when taken into how it relates to the storyline I couldn’t be more satisfied with it. A Heavy Metal style of artwork lends itself to the overall enjoyability of this book through the designs of the dead, and of a world that has never been seen by human eyes.
So I mentioned that the art really played off the story. What I meant by that was we are presented with a future that is not our own. In the reality here there are many things to be left explored. In this issue alone were treated to a new futuristic approach to skydiving which was really cool. Of course were talking the future so anything could be possible, but the way that it was taken into context here works.
[...more]
Posted on September 10, 2010 by Megan
This book sweeps you into the world of Savannah Levine, a young private investigator with a motorbike, a bit of an attitude… and spellcasting ability, the latter being a mix of her heritage of a half-demon witch mother and a sorcerer papa. For this is the 11th novel in author Kelley Armstrong’s ‘Otherworld’ urban fantasy series, where supernatural beings inhabit a modern America that’s otherwise just like the real contemporary one.
The story appeals on many levels: fans of detective fiction, female empowerment or the supernatural/modern world interface will all find this enjoyable. You could call it Kinsey Millhone (heroine of the ‘Alphabet’ series of private detective stories by Sue Grafton) meets The Dresden Files, but this is a living, breathing alternate reality in its own right where most people potter along in contemporary lives much as you and I do while supernatural beings mingle amongst us mostly keeping their abilities to themselves (with good reason, at times!).
[...more]
Posted on September 9, 2010 by alanajoli
In theory, Magdalena #1 starts a new series, but the story of Patience, the current heir to the Spear of Destiny and the bloodline of Christ, began in the Darkness series. We start here with Patience already split off from the church — in the first pages, it’s clear that the people who were once her benefactors (and bosses) are now very, very close to being her enemies. This is, of course, problematic, as the world is about to end: Satan’s son is on earth, and only the Magdalena can stop him.
The writing here is tight, and the art is good, if a bit in the standard-comic-book-style. The biggest problem with Magdalena #1 is the feel: cross Buffy the Vampire Slayer with The Da Vinci Code, and this is pretty much what you might expect. The Magdalena is effectively a demon slayer from the bloodline of Christ.
[...more]
Posted on September 8, 2010 by Nancy
Dear Cthulhu, Have a Dark Day: The Collected Columns, Volume One by Patrick Thomas is a collection of humorous advice. Taking on the persona of the Elder God, each piece of guidance is based on the concept that Cthulhu is actually very conservative. He abhors those that like to break rules. He discourages cold-blooded killing, because killing is “a right which should be Cthulhu’s alone” or at least saved for official sacrifices.
There are a lot of funny letters contained in the volume. For instance, a young woman writes in to ask for advice regarding peer pressure to give up her virginity. Cthulhu’s response? She should keep her virginity, because “it is better to be a leader of men than a follower.”
[...more]
Posted on September 7, 2010 by Robert A. Howard
The module itself is 32 pages long, printed in full color on what feels like good quality paper. There are a total of thirteen encounters presented in the nice one to two page format that has become customary in 4th Edition Dungeons & Dragons supplements. Also included is an eight page foldout battle-mat of the town with a crumbling old mansion on the reverse side. There is very little in the way of artwork beyond the cover art and the encounter maps, unfortunately, and there are no handouts or props aside from the battle-mat. Although, I must say as someone who is incredibly horrible at drawing on a battle grid, I really appreciate having one included with the adventure.
[...more]
Posted on September 6, 2010 by Eric Pollarine
Ah yes, here we go. So when I was at Wizard World Chicago, see previous blog article on said adventure, prior to going into the actual convention I met up with Matt, our very fair minded and –not to be a kiss up, but really, in to in fact be a kiss up-wonderful editor handed me a box, which he so apply and verbally labeled as a “Christmas Present.” I asked as we stood in the lobby of the hotel, whether or not “Johannes Cabal the Detective,” was in the box or not? To which, of course there was the obvious reply, yes. But the man wears sunglasses to obfuscate his eyes, which I believe hide his own supernatural abilities. Point being, I am scared of him, so I didn’t press the subject.
[...more]
Posted on September 3, 2010 by alanajoli
When we last left off (back in March, embarrassingly enough), Sara Pezzini — aka, the bearer of the re-united witchblade — was facing off against cyborg assassin Aphrodite IV, who has previously tried to kill her. Twice. But being surrounded by enemy robots does a lot to make you rethink your position on being enemies, so as Witchblade 135 opens, the two team up. It’s clear that something is not right here at robots ‘r us — I mean, assassin robots should clue a person in on laws being broken — but while Aphrodite’s mission is about killing the traitor to her programmers, Sara’s determined to bring the law down hard instead. Surprisingly, the cyborg assassin agrees. But, of course, it’s not that easy — there are more robots to face, and, in the final panel, a whole lot more sexy cyborgs than anyone knew existed.
[...more]
Posted on September 2, 2010 by spikexan
A good PDF should be more than just a scanned version of a book. Okay, so many of them are laced with hyperlinks and bookmarks, which are great. Some PDF releases really explore the potential behind pure digital media.
When the second edition of Vampire: the Masquerade came out, I didn’t care about the Tremere at all. They were, to me, an excuse to make sure yet another RPG had a wizard hidden within it.
[...more]
Posted on September 1, 2010 by teampreston
Sword of Justice is the opener for the Warhammer Heroes series of novels featuring the Emperor’s Champion Ludwig Schwarzhelm. The novel starts out with a bang and really never lets up. Short of spoiling the novel I’ll say that like many stories set in the Warhammer universe, the opening scene revolves around a battle. This is handled in a very deft manner showcasing some pretty ordinary, grunt-level characters that grow in to something more as well as some characters that we know little about, but grow to really admire as the story goes on.
One thing I have to point out is the superb manner in which the author describes the characters, the scenes and how the characters are …human. One thing that I feel sets a good novel apart from a great one is having characters that are fallible, that make mistakes; especially when we see them coming and even when we don’t. I loathe Mary Sue characters, Golden Child characters, “the Chosen One” who really is a superhero in all but the cape…usually. Putting it mildly, the characters in this novel are all flawed in one way or another.
[...more]
Posted on August 31, 2010 by Megan
The work opens with a foreword by David ‘Zeb’ Cook in which he muses on the durability of his invention, the aboleth – a monster with an almost-thirty year history and which features large in this book. A fascinating muse on how the aboleth came to be later, Chapter 1: Lost Cities of Myth and Legend explores the inspirations for this setting. Legends of fantastic civilizations lost to the deeps provide plenty of ideas, after all, as well as a compelling lure for characters looking for somewhere to explore. For that’s the intent of this setting: exploration, rather than somewhere to actually live as a denizen of the deeps.
The legendary civilizations of Atlantis, Lemuria and Mu are detailed, along with thought-provoking ideas on how to use them as inspiration for your own sunken empire, before the text launches into the design of a new lost city called Ankeshel for your characters to research and explore. Ankeshel draws on both real-world myths and the Pathfinder setting, with some Theosophist theories mixed in for good measure, including the concept of vril. The original human inhabitants were taught magic and mathematics by a strange tentacled, 3-eyed amphibious race. Needless to say, it all ended in tears and the city was lost… until recent discoveries began to bring tantalizing glimpses of what once was back into general knowledge.
[...more]
Posted on August 30, 2010 by DecapitatedDan
“He’s back from the dead and starring in a new ongoing horror series from the mind of Kurt Busiek. A powerful, predatory corporation acquires a valuable asset – Dracula! They think they own him, but no one can own the Son of the Dragon. There’s a monster in their midst that puts Hannibal Lecter to shame – and he plans to gain his freedom in blood. It’s bloodsuckers vs. bloodsucker, as Busiek brings an incredibly modern spin to the Dracula mythos.“
I can’t really say that this is a bad-looking issue, because it isn’t. However nothing really stood out to me to move it up higher on my scale. The pages early on stood out a bit more as they were focused on Vlad Dracul, with some back story, but then it just seemed to dull down as we moved into present day. The cast is good from panel to panel, nice and consistent, but it all just seems to mimic the slow story. So it didn’t really grab me.
[...more]
Posted on August 27, 2010 by alanajoli
You may recall that I reviewed Tracker: First Look back in April. And I thought it was great, that the series would be awesome, and that I was looking forward to reading it, right? Here’s where I give my little sob story: I missed issues 1 through 3. Top Cow very kindly sent issue 4 for review… and gosh darn it, I missed a lot of awesome build up between that preview issue and now!
By the time we’ve hit issue 4, Alex O’Roarke has figured out some of his werewolf abilities. His relationship with Tory is on the outs — she’s making a last ditch attempt to bring back their romance, but he’s too dedicated to the case. Of course, now that he and serial killer Herod are viewing each other as rivals (Alex needs Herod’s blood for a cure to being a werewolf; Herod enjoys defeating — and eating, presumably — other werewolves), any time Alex isn’t with Tory, he’s putting her at risk. But the case is the most important thing for him — and it looks like that decision, that part of who he is, will cost him.
[...more]
Posted on August 26, 2010 by spikexan
There are many ways to put together a Call of Cthulhu adventure, although so many of them have the same trappings. Our Ladies of Sorrow truly comes from a different place that is part Greco-Roman myth, part psychology (some of the game involves a common psychological condition), and, of course, part Lovecraftian Mythos. It feels so much more like older Cthulhu adventures mainly because it is so ingrained with investigation work. As the author suggests, a small party (3-5) is ideal for this adventure. The story centers around three sisters, be they the Fates, avatars of Nyarlathotep (for keeping with traditional Mythos flavor), or several other well conceived possibilities. This large adventure (154 pages/7 pages are ads) consists of a brief foreward and introduction before jumping into the first of four chapters.
[...more]
Posted on August 25, 2010 by teampreston
This is it, what many of us have been waiting for since the 1980’s: an RPG where we get to play Space Marines! A few years ago when we received word of the development of Dark Heresy, the geek world exploded with excitement. Having a Warhammer 40,000 RPG was something I think we all wanted. An official one, not just something we cobbled together in Mutants and Masterminds, but something officially sanctioned by the hallowed halls of Games Workshop. Dark Heresy was a dream come true.
One thing I appreciated with Dark Heresy, is that it kept the core mechanics of the existing Warhammer Fantasy Roleplay (basically a percentage-based system with talents and careers, and an advancement scheme for leveling). This has remained true all the way through the Warhammer 40,000 Roleplay series.
[...more]
Posted on August 23, 2010 by Megan
The Introduction jumps right in, explaining what is unique about the Dark Sun setting. Athas is a dying world, where mere survival is a constant battle… and where any sensible person would concentrate on creating a stable sustainable environment, ‘heroes’ of course prefer to seek glory. The differences between Athas and more conventional fantasy settings is encapsulated in the Eight Characteristics of Athas – it’s a desert planet, most people living there are pretty unpleasant selfish types, metal is scarce, arcane magic caused a lot of the current problems and still does damage if you try to use it, long-lived sorcerer-kings rule city-states as the main centres of power, deities seem to have lost interest in the place, the monsters are deadly, and even ‘familiar’ races are not quite what one would expect. Handy thumb-nail sketch, which makes me wonder if I actually want to visit… well, I do like deserts!
[...more]
Posted on August 21, 2010 by Billzilla
Continuing the adventures of Cthulhu Week we have a series of reflections on some of the Call of Cthulhu RPG supplements by reviewer Bill Bodden.
Pay close attention, however, as Bill does sneak in a note about his favorite Trail of Cthulhu adventure as well…
I’ve been a devotee of the Call of Cthulhu RPG for more than 25 years. Along the way there have been some excellent adventures created, and in celebration of Cthulhu Week, I’d like to share a few of my favorites. Hopefully, they’ll intrigue you as they did me, and you’ll consider adding them to your own campaign, or running them as one-off adventures for your gaming group. Be warned that a few small spoilers may be found in what follows…
[...more]
Posted on August 20, 2010 by Billzilla
The works of H.P. Lovecraft have inspired hundreds of other writers; in the 1970s, his stories became popular material for the growing underground comics movement, and that popularity, though it waxes and wanes, has yet to vanish completely. Currently enjoying an upsurge in interest, one of the latest offerings, Boom Studios’ Cthulhu Tales, brings brand new Lovecraft-inspired material to the graphic novel format. I was excited to see these when I attended C2E2 in Chicago, and purchased volume one of the series with great anticipation.
[...more]
Posted on August 19, 2010 by Flames
This book is the second in the series that began with Act I: Digging for a Dead God. The front cover artwork is exactly the same, title aside, being of a large Yellow Sign on a dark, blood spattered background. Instead there is a longer piece of introductory copy on the back cover that delivers the mood to you straight off the bat. “At the turn of the century,” it begins, “In an abandoned hotel / In the dead darkness of winter / Six sit to read a cursed play.” Any Call of Cthulhu pro will, at this stage, be nodding sagely at this point, correctly indentifying the play The King in Yellow, the horrific drama around which many (recent) Call of Cthulhu adventures that focus on Hastur cultists have tapped into. However, in much the same way as the previous Act, the lines between player and character are deliberately blurred.
[...more]
Posted on August 18, 2010 by Monica Valentinelli
Sometimes, when I’m itching for a story, I’ll pick up an anthology and check out some of the short stories that lurk within. To me, a good anthology has a broad range of stories; some will appeal to me, and some won’t. Released in April 2010, CTHULHU’S REIGN is a collection of tales edited by Darrell Schweitzer that gives authors like Jay Lake, Ken Asamatsu and Gregory Frost the opportunity to describe what happens after the Old Ones appear.
My interest in this anthology is more curiosity than anything, because so much attention is often placed on summoning Cthulhu or the Old Ones. So what happens after they appear? Well, if these stories are any indication, humankind wouldn’t last long. Such Bright And Risen Madness In Our Names by Jay Lake is a great story that meshes the first person voice so common in Lovecraft’s stories with a post-apocalyptic feel.
[...more]