Feature

Gen Con: The Race!

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Fellow RPG blogger Jeff Uurtamo recorded this video this morning, when the Exhibit Hall has been opened for the public. It’s something I had to share with you guys!

It’s hilarious, isn’t it?

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Gen Con: First Day

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Wow! Calling Gen Con amazing is actually an understatement! It’s even better than that! Zachary threw us out of bed early this morning, so that we actually were one of the first people who were allowed into the exhibit hall this morning. That’s when I took up the opportunity to check out some booths and taking a few pictures.

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This beholder is really HUGE! At the Ex Illis booth Tracy and Laura Hickman
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Wolfgang Baur and Zachary Houghton Some people should make sure they get some soap here and USE IT! :) CthulhuTech!!!!

It’s pretty describe how Gen Con is, I think you have to be here to really appreciate it. But I can tell you it’s pretty exhausting. Carrying around 5 hardcover books including two copies of the brand-new Deathwatch game by Fantasy Flight games already broke my back! But we just had some lunch (great American junk food) and now Zach, Jeff and I sit in the Westin hotel updating our blogs! Good times!

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Remembering A Legend

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Gary Gygax, was a writer and game designer. In the 1960s Gygax founded Gen Con. In 1971 he help develop the war game Chainmail. He co-founded the company Tactical Studies Rules (TSR), and in 1974 Gary Gygax along with Dave Arneson created the legendary Role Playing Game, Dungeons & Dragons.As players of the role playing games we all owe a great debt to Gary Gygax. Because of him we get together with great friends to play great games and act out great adventures. We use our imagination to create wondrous wolds and grand encounters that the most advanced computer game can’t even come close to emulating.

All of us would like to take a moment and share how Role playing and Gary Gygax has affected our lives.

ROBERTO: I was star struck by Gary Gygax!

When I first started putting together my contribution to this post in my head I had a longer post in mind. My “relationship” with him (Well isn’t he pretentious! But you know what he means…) is a long one and has gone through various stages, but I’ll just tell you what happened when I saw him.

Yes in 2007 when I went to Gen Con Gary Gygax was there, at some booth, I really can’t remember which one, there was a line to get his autograph. Since I had no book by him with me (What was he thinking?) I passed on the line and figured I’d get to see him sometime later in the convention.

Later that same day I was walking down a convention center corridor and saw him coming in the opposite direction, he looked frail on his wheelchair and my mind was filled with things to say to him. “Hello, I’m a big fan!” or, “Hello Mr. Gygax, I came all the way from Puerto Rico because I discovered the magic of role-playing games through a company you helped found,” or even better, “Thank you for helping create something that has given me so much enjoyment, so many great memories, so many wonderful friends and has been such an important part of my life.”

Before I go on let me tell you something about myself. I have NO fear of speaking in public, let alone to important people. I’ve spoken to governors, first ladies; important local figures of politics and industry, and I’m not saying this in any way to be pretentious (He’s not, really!) and while I do get nervous I shake off those nerves pretty easily and go on. I only get dumbfounded when confronted by someone I truly admire, and artist who I feel has really contributed to the human experience. I’ve had that feeling on few occasions in my life, but that day, in that corridor in Gen Con I felt just like that.

So I was star struck, unable to compose a single sentence, Gary went by, mere feet away, and I was unable to say anything. All I could do was smile…

So I’ll say it here and (sadly) posthumously, Gary Gygax, thank you for changing my life!

MICHAEL: As a German roleplayer and someone who began his gaming career with Warhammer Fantasy Roleplay 1st Edition instead of D&D, I have been oblivious of Gary Gygax’ existence for a long time. I might have heard or read the name but I didn’t actually know who he was or what he has done. It was much, much later, when I finally found interest in D&D 3rd Edition, when I started reading his column in Dragon Magazine. “Up on a soapbox” was always an entertaining read and this column finally lead me to do some more research into the early days of D&D. Today, veterans of our hobby like Gary Gygax, Dave Arneson, Ken St. Andre and a lot of other are a great source of inspiration to me. It makes me proud to step in the footsteps of these giants and it gives me hope that roleplaying will be a hobby I can engage in for whole my life. And for that I thank you, Mr. Gygax!

YOUSEPH: I remember reading about Gary Gygax’s (“Long may he role 20′s!”) passing on the internet. I was still recovering from a recent Presidents Of The United States Of  America concert when I heard about it. Sadly at this point in my life I had not really gotten into Dungeons & Dragons, or any role playing games for that matter. But the ideas was there to get started. Living in Juneau Alaska, with our dark months I was wanting to get into a hobby that would entertain me over the winter. It was not till February of the following year that I really sunk my teeth in to Dungeons & Dragons.

When I started to really explore and write about D&Ds on my blog you can see it really took hold. With all the information and youtube videos I was finding it’s hard to not get swept up in it. The game took hold of me so well that most of my blog post for that whole year where in some way related to Dungeons & Dragons. As I started to play the game with friends and understand more about how everything worked I eventually started writing for Stargazers World. I have since poured my role playing energy into Stargazers world and left my own personal blog for more personal writing.

Gary Gygax and Dave Arneson created something truly wonderful with Dungeons & Dragons. Five of my closest friends and I net get together once a week to Role Play our weekly adventure through a home brew campaign. We laugh, talk, visit, and make some good food in the process. It gets us Alaska people out and about during the dark months and keeps everyone in touch with what is going on in each others lives.

WORLDSMITH: Gary in some ways is an inspiration for me. Through my gaming life D&D has been the preferred gaming system for myself and my friends, it’s simple and adaptive style allowed us to concentrate more on the  story that was being told and the actions of our characters through these adventures and campaigns while providing us with some great settings.

Yet he has done more than simply provide an avenue of amusement to fill my late nights and early mornings he has brought to life a portion of myself that has helped to define, unashamedly, who I am and for that I do say thank you.

Finally D&D has brought a huge amount of enjoyment and entertainment for myself and my friends and that in part is what I would like to pass on to others of the gaming community through my own work. So let’s hear a HUZAR to the man who has given us all so much.

Gary Gygax and Dungeons & Dragons have had such a positive impact on people and on the role playing games as a hobby. A great debt is owed to this man and his creation. He has taught us all to use our imagination and acting skills to their fullest. May he rest in peace.

DM Rewards Letter

DM Rewards: Tomb of Horrors Review

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I got something very unexpected in the mail last Friday when I went to check my PO box. Wizards of the Coast sent me my second DM Rewards package of the year.  I was standing in the post office holding a large white envelope from Wizards of the Coast that had DO NOT BEND printed in large bold letters across the front.

“Cool” I thought, “I completely forgot I was apart of DM Rewards program.

When I got home I couldn’t wait long to open the envelope from Wizards. I cleared off a space on my dinning room table and opening the envelope and pulled out all of it’s contents.

The first thing on top was a Welcome to DM Rewards letter that reads:

DM Rewards Letter

DM Rewards Letter

Welcome To DM Rewards!

Contained within this envelope is your reward adventure entitled Tomb of Horrors, and update of the classic 1st Edition adventure for the 4th Edition game! You’re Receiving this reward for simply signing up and being a current active member of our DM Rewards program. Consider it a “thank you” from Wizards of the Coast for the time you take to offer your players the enjoyment of a Dungeons & Dragons game!

Each year you’ll want to update your contact information with us by logging into your account online at membership.wizards.com and updating your personal information. That way, you can be sure that you’ll continue to receive your free reward just for being a part of the program. In order to receive the reward for 2011, you must either have signed up for the DM rewards between April 1, 2010 and March 31, 2011, or log in to your profile to update your personal information during that time period.

In addition to your annual reward mailing, we’ll be sending you something special twice a year for DMing a minimum number of games during a 6 month cycle. Each game you DM is worth 1 point, and if you ear 5 or more points during the reward cycle ( which runs January 1 – June 30 and July 1 – December 31 each your), We’ll send you something cool that you can use in your games and show off to your friends! We send these rewards out twice a year in August and February.

Welcome to the program. We hope you enjoy the free adventure and all the great stuff to come!

Chris Tulach
D&D Organized Play Content Developer
Wizards of the coast

TOMB OF HORRORS! I have read so much about the Tomb of Horrors from Wikipedia and other sources on the Internet. I picked up the original Tomb of Horrors adventure written by Gary Gygax from Amazon.com earlier this year. You can also download a free 3rd edition of the Tomb of Horrors adventure form Wizards of the coast. I have also been eagerly anticipating the release of the  Tomb of Horrors: A 4th Edition D&D Super Adventure next week. After reading the Welcome to DM Rewards letter I made a mental note to log into membership.wizards.com and update my address information.

Encounters Ad

Encounters Ad

Setting the letter aside on my table the next item was an ad for Dungeons & Dragons Encounters. It read “Find More Adventure Every Wednesday At A Store Near You”.

After setting the Dungeons & Dragons Encounters ad aside I saw the meat and potatoes of my Wizards of the Coast package.

Dungeons & Dragons: Tomb of Horrors. An Adventure For five 9th – Level Characters. Gary Gygax • Scott Fitzgerald Gray. As well as a large battlemap.

4E Tomb of Horrors Cover

4E Tomb of Horrors Cover

So that part is a little different from the Original Tomb of Horrors that came out in 1978. The original cover of Tomb of Horrors got players from levels 10 – 14 and on the cover of this version it says “an Adenture for five 9th – level Characters.

The introduction reads to the Tomb of Horrors reads:

Somewhere under the lost and lonely hill of grim and foreboding aspect lies a labyrinthine crypt. It is filled with terrible traps and not a few strange and ferocious monsters to slay the unwary. It is filled with rich treasures both precious and magical, but in addition the aforementioned guardians, there is said to be a demilich who still wards his final haunt. (be warned that tales told have it  that this being possesses the powers which make him nearly undefeatable!)

Accounts relate that it is quite unlikely that any adventurers will ever find the chamber where the demilich Acererak lingers, for the passages and rooms of the tomb are fraught with terrible traps, poison gases, and magical protections. Furthermore, the demilich has so well hidden his lair that even those who avoid the pitfalls will not be likely to locate their true goal. So only large and well prepared parties of the bravest and strongest should even consider the attempt, and if they do  locate the tomb they must be prepared to fail.

This all matches up with the original Tomb of Horrors Introduction. The following is new however.

Horror Never Dies

The text above, penned by Gary Gygax, heralded Tomb of Horror’s assault on the unsuspecting hobby in 1978. One of the handful of now classic adventures modules published in the earliest days of the Advanced Dungeons & Dragons game, The Tomb made it’s first appearance three years before as the official D&D tournament adventure at the original 1 gaming convention. It used the original Dungeons & Dragons rules, published in 1974. In the time since, the adventure has become a legend in gaming circles – loved by some, vilified by others, and indelibly burned into the memories of every player and D< who set their imaginations loose within it.

In 1998, the original adventure became the centerpiece for (and was reprinted as part) the legendary Return to the Tomb of Horrors boxed set for 2nd Edition AD&D. At the height of 3rd Edition’s popularity. Return author Bruce R. Cordell updated the adventure as a free release.

Now, the most legendary dungeon crawl in gaming history has been updated for 4th Edition D&D rules. In keeping with the spirit of the new edition, the challenges herein might prove more calculated and consistent than those of the original adventure. Be warned, however, that the challenges can be just as deadly. Characters who survive the adventure should attain 11th level and will have begun to make a name for themselves as they cross from the heroic to the paragon tier.

Tomb Of Horrors Map

Tomb Of Horrors Map

This 4th Edition of the original Tomb of Horrors takes players from level 9 though level 11th. In fact it uses the worlds “Characters who survive the adventure should attain level 11th”. I think anyone who is not formiliar with the Tomb of Horrors should take heed of all the warnings in this adventure. The adventure booklet also continas a larg poster of the entier map thought it is not to scale for use of miniatures. The cardboard cover that the adventure sits in also contains another company of the map printed inside.

I also want to take amoment and talk about the art inside the 4th Edition of Tomb of Horrors. The art they use in this booklet is the same as the art from the orgion Tomb of Horrors. Not every single bit of art is used but most of it is that’s for sure.

Wikipedia states

Gygax designed the adventure both to challenge the skill of expert players in his own campaign, and to test players who boasted of having mighty player characters able to best any challenge.

Wikipedia also has a quote from Lore Sjöberg of Wired on Tomb of Horrors.

This is a D&D adventure created in 1978 for the purposes of testing the wit and fortitude of adventuring parties at game tournaments. “Testing” is used here in the same sense as the sentence “We’ll be testing the dog for rabies.” Let’s just say the subject is not expected to survive the procedure.

Tomb Of Horrors Art

Tomb Of Horrors Art

You know what? If you haven’t done it already check out the wikipeda page on the Tomb of Horrors and read the whole reception section. The point I am trying to make here is don’t just pull out this adventure module and run it for your gaming group until you fully understand what your going to put them through, and until they fully understand the warnings.  I have not even run my own party through this adventure because of that fact.

The original Tomb of Horrors is one of the best adventure modules I have ever purchased because of all the ideas it has given me for traps and map layouts. It has been difficult to try and convert the traps to a 4th edition version so this updated adventure module should be a big help.

If you would like to get free adventures and swag from Wizards of the Coast, then sign up for a DCI account in the DM Rewards program. It’s not the easyest thing to do, but the pay outs are pretty awesome.

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Interview with Andrew Modro aka Corvus

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darksun When you’ve been following Stargazer’s World for a while you probably read a couple of the guest posts written by Corvus aka Andrew Modro. But what you probably don’t know is that he created a couple of games including a Microlite20 conversion of the popular D&D setting Dark Sun, which will be soon released for D&D 4th Edition. I recently asked him, if he was willing to answer a couple of questions for us, and he agreed. Without further ado, here’s the result of our interview session.

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Steve Kenson

An ICONic interview: Steve Kenson!

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As part of my love for all things ICONS I recently contacted the author, Steve Kenson for an interview about the game and superhero role playing games in general. Steve was kind enough to answer my questions quickly despite his busy schedule and was an all around great guy!  I want to publicly thank him for taking the time and for all the hours of gaming fun he’s provided though the games he’s designed.

Without further ado, here is the interview…

Sunglar: Thank you for the opportunity to interview you. I know some topics may have been addressed in other interviews or blog posts, but I’m asking them for the benefit of Stargazer World’s readers who might not have read those. Can you tell us who you are, and what you do in the gaming industry?

Steve: My name is Steve Kenson. I work as a staff designer for Green Ronin Publishing and also as a freelance designer and writer for other RPG publishers.

Sunglar: How did you begin playing role playing games?

Steve: I came across a first edition boxed set of GAMMA WORLD when I was 12 and begged my parents to buy it for me. I spent quite a bit of time rolling up random mutants, and then convinced some of my friends to play it with me. That led to playing D&D and countless other RPGs in the years sinc

Sunglar: What was your first superhero role playing game?

Steve: Villains & Vigilantes (which I just recently re-purchased from RPGNow). My middle school friends and I played ourselves, as the game suggested, as students at a school for young supers. My character had laser powers, as I recall.

Sunglar: What exactly is ICONS?

Steve: ICONS is a new superhero roleplaying game, designed by me and published by Adamant Entertainment.

Sunglar: What makes ICONS different from other superhero role playing games out there?

Steve: ICONS focuses less on character design details and more on quick game-play and broader strokes like character aspects, descriptive terms that carry certain game effects.

Sunglar: How does ICONS compare with your other creation Mutants & Masterminds? What similarities are there, what differences?

Steve: Both games look to emulate the comic book superhero genre. M&M does so with a fair amount of attention to detail, whereas ICONS paints with broad strokes. Both games play quickly, but ICONS is more description focused and M&M more rules focused.

Sunglar: Can you tell us about the mechanics used in ICONS? What makes them unique? What was your inspiration?

Steve: ICONS draws a lot of inspiration from prior games like Fudge, FATE, Feng Shui, and Marvel Super-Heroes, to name a few.

Sunglar: ICONS has random superhero generation rules, as well as including a point buy option. Do you think random generation encourages the feel you want for the game?

Steve: Random hero creation is a big part of why I wanted to create ICONS. I liked the idea of a quick design system that would provide inspiration and even challenge players’ imaginations to build interesting heroes around a collection of game traits.

Sunglar: When you say ICONS is inspired by “old school pick-up style superhero RPGs” obviously the classic Marvel Superheroes RPG comes to mind, were there any other significant influences that come to mind besides that game?

Steve: The aforementioned Villains & Vigilantes was my introduction random-roll superheroes, so there was certainly some inspiration there. Spirit of the Century (which I ran a fun game of) was also an inspiration.

Sunglar: How much of FATE is there in ICONS?

Steve: A fair amount of inspiration. I referred to ICONS as “FATE-inspired” rather than as a FATE branded product. There are a lot of similarities: the scale (what FATE calls the “ladder”), aspects, Fate/Determination points, etc., but the scale is different and ICONS handles aspects and the game mechanics of things like Determination somewhat differently.

Sunglar: What other ICONS related projects are you involved in?

Steve: I’ve written a few ICONS adventures. The first was released as a pre-order special and two others will be released as regular products from Adamant.

Sunglar: Seeing that superheroes are so popular, as evidenced by games, movies, animation, and the ubiquitous nature of comics in our culture, why do you think supers games don’t have a bigger share of the market?

Steve: Three main reasons that I can think of offhand: First, because D&D was the first RPG, fantasy has become and tends to remain the default genre. Second, comic books are a very visual medium, so superheroes may tend to do better in visual presentations like animation, films, or video games. Lastly, some RPG players might find the standards of the superhero genre restrictive compared to more blood-and-guts genres where you can kill monsters.

Sunglar: The release of ICONS seemed to signal a renewed interest in superhero games, if the product offered in websites selling electronic copies of role playing games is any indication. With the upcoming new edition of Mutants & Masterminds and the DC Universe game, do you think we are seeing a golden age of superhero rpgs?

Steve: There is certainly a wealth of choice when it comes to superhero RPGs on the market. Between new games like ICONS and DC Adventures, resurgent old school games like Villains & Vigilantes, and old standards like Champions, there’s pretty much a game for everybody out there.

Sunglar: I would think that the dynamics of team centered comics make them ideally suited for role playing games, but in my experience superhero games are one of the most difficult genres to run. I really like how ICONS deals with team dynamics. Do you think superhero games by their nature more difficult?

Steve: Not necessarily more difficult, but different. Superhero stories differ from a lot of other types of adventure stories. Superheroes are often more reactive, and more supportive of the status quo, than the main characters in other genres, who are often loners or rebels or looking to overthrow the status quo.

Sunglar: Has the popularity of loner, brooding anti-hero types affected the dynamic of superhero role playing games? Does ICONS support this style of superhero?

Steve: It certainly could. ICONS doesn’t presume what a hero’s motivations might be, simply that the heroes should have strong motivations. So you could use the game for a darker, more brooding type of game.

Sunglar: Do you think ICONS, both mechanically and/or thematically, offers the DM tools to make running superhero games easier?

Steve: One element is that ICONS puts the burden of the die-rolling in the players’ hands. They make all the tests, either actively or passively (their hero trying to resist another character’s action). This frees up the GM to focus more on the narrative elements of the game, including bringing different aspects into play.

Sunglar: How accessible is ICONS as a game for new gamers?

Steve: Hopefully, it’s easy for a new gamer to pick up and play, just like 12 year-old me picked up GAMMA WORLD and spent all that time rolling up mutants. I’ve read a number of stories about folks playing ICONS with their kids, which is very gratifying to hear.

Sunglar: What does it offer for the older gamer who has tried other superhero role playing games before?

Steve: Ideally, ICONS offers a quick pick-up game that is easy to run on the spur of the moment, is fun to play, and brings back some fond memories of superhero games past. Whatever the case, I hope that gamers old, new, and in-between have fun with it!

And that’s about it for my very first interview for Stargazer’s World. Let me reiterate my thanks to Steve for his time and patience. Here is looking forward to all his future projects.

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Preparing for Gen Con: Geek Wear

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When I finally decided to attend Gen Con this year, I also decided that I wanted to have at least one t-shirt with my blog’s logo made. Why? Because it makes it much easier for people to recognize me. There are a lot of people I’ve never met in real life and in some cases I have no idea how they look like. But if I wear a t-shirt with my blog’s logo on it, they at least know who I am!

So, if you are at Gen Con 2010 in Indianapolis look out for that disturbed looking German guy with beard and glasses wearing one of those shirts:

What’s the stance of my fellow RPG bloggers on this? Do you wear custom shirts at Gen Con as well? What does the non-blogging gamer wear at Gen Con? As always I am interested in your thought, so feel free to post them in the comments below!

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