Showing posts with label british games. Show all posts
Showing posts with label british games. Show all posts

Sunday, February 13, 2011

The Serpent Was Subtle

It appears I spoke too soon when I wrote of the untimely demise of the Dragon Warriors role-playing game:

Dragon Warriors, the classic 1980s dark-fantasy RPG recently re-released by Magnum Opus Press, is moving to new British publishing company Serpent King Games.

From 1st April the game will no longer be available from Magnum Opus, which had published Dragon Warriors through Mongoose Publishing’s Flaming Cobra imprint.

Serpent King Games will keep the existing Dragon Warriors books available, and will publish new supplements for the game. The first new release will be the Dragon Warriors Players Book, in July 2011, with another two releases planned for the first year.

It would be bad form to repost the entire announcement, so if you're interested, there's more detail at the Serpent King Games website. Considering the individuals involved, the game appears to be in very good hands, and I'm more than happy to help spread the word.

I won't directly benefit from any of it, but I would be remiss if I didn't mention that Dragon Warriors' previous publisher, Magnum Opus Press, is selling all of the PDFs of the game line at less than half-price, and that Mongoose Publishing (the game's former distributor) has also reduced the price of the hardcopy books significantly - including an "ultimate bundle" that includes all seven books released thus far for $79.99. All indications are that the new Serpent King Games material will be fully compatible, so if you're thinking of checking out one of the UK's finest old-school fantasy RPGs, now is the time.

Friday, December 31, 2010

An Untimely Demise

Bad news: it looks as though Magnum Opus Press has lost the rights to the Dragon Warriors roleplaying game. This has evidently been known for some time, but since I didn't see it reported on any blogs I follow, I didn't learn about it until recently. The exact details are vague, depending on who you ask, but the end result is that James Wallis is no longer involved - a result I find disappointing.

The final releases for Magnum Opus' Dragon Warriors line are a revised printing of the core rulebook (incorporating the errata to which I contributed after it was first released) and the scenario compilation In From the Cold, which should be of interest to any fans of the early days of White Dwarf magazine.

Perhaps most frustratingly, this development means that the upcoming "player's book" for Dragon Warriors, which was intended to introduce several new character careers (including the much-needed Robin Hood-esque Hunter) is apparently going to be scrapped. This is a major disappointment, especially considering that by all accounts, the book was near completion. (Jon Hodgson even showed off the book's cover artwork - which I've used as the image for this post - several months ago.)

Whatever their reasons for revoking the license, the game's owners have expressed their desire to see Dragon Warriors continue, so there may be some hope yet for what is one of my favorite old-school fantasy games.

Thursday, April 1, 2010

Street Fight


I ran Warhammer Fantasy Roleplay tonight, largely by the seat of my pants, and it went pretty well. We're nearing the final stretch of Terror In Talabheim scenario. I'm deviating massively from the adventure as written at this point and loving it.

Really, though, I just wanted to show off the awesome homemade street scenery we were able to use for the big fight against Clan Skryre's elite Stormvermin troops (along with a Warpfire Thrower team), thanks to the artistic efforts of one Kent Bonifield. Too bad Rick's character lost a leg, but hey, it's not a WFRP adventure until somebody gets horribly maimed. Right?

Wednesday, March 10, 2010

Changer of the Ways

This blog has always been somewhat stream-of-consciousness in nature. It's largely become a receptacle of little ideas that never really get used much in my own gaming time. I constantly spout half-baked campaign concepts or fiddle around with books I've acquired, but I haven't talked much about what I'm actually playing right now. So here goes.

First off, after a long love affair with the game, I've finally somehow managed to get my group to give Warhammer Fantasy Roleplay a shot. I'm using the 2nd edition of the game, since I own literally everything that was published for it. There are a couple of people in my weekly group who I think were a bit skeptical about my insistence on random character generation, but we're now two sessions into the Terror In Talabheim adventure scenario, and the players seem to be having a good time rooting out a Skaven plot to poison the inhabitants of the nigh-impregnable fortress that is the Taalbaston. As much as I talk about wanting to run this campaign or that, I often find myself freaked out and frustrated once I'm actually behind the screen, but happily, I've avoided any such crises of confidence thus far. Maybe my love for WFRP overcomes the usual jitters, or maybe it's because the current plan is to run just this one scenario, relieving some of the pressure?

Then we've got my online forum-based Dragon Warriors campaign. I recently discussed some of the difficulties I've run into, both with the play-by-post format and with a rather poor choice of adventures I had made. We've finally slogged our way through The King Under the Forest, but the nature of the adventure combined with the fact that the characters started it just as the holidays were upon us has pretty much killed the campaign's momentum... and a good deal of my enthusiasm along with it. At the moment, I've put the game on hiatus until I'm finished with WFRP. When I start it back up, I will need to recruit more players (since one of my regulars dropped out), so if you're interested in playing a Dragon Warriors play-by-post campaign, keep an eye on this blog.

Lastly, I continue to participate in my good friend Bret's forum-based OSRIC campaign, set in his homebrewed (and wonderfully detailed) "Realms of Lakoria" sandbox setting. The AD&D rules have been a lot of fun to work with, and I have been having a great time playing a grumpy ranger character in that ruleset. For whatever reason, OSRIC really seems to get people into a fun, not-too-serious, old-school mode of play that's much different from the style I'm used to. It took a little while to get used to, and I sometimes think our party has been going about things in a more gonzo way than our DM anticipated, but it really is a blast.

And as a last random note, I just got a bunch of Creature Crucible D&D supplements in the mail yesterday. I picked them up on eBay with the inkling of ripping them off for use with Labyrinth Lord. We'll see how that works out.

So, yeah, a happy gaming time for me. Hope yours has been good as well!

Saturday, March 7, 2009

Gloom Of Legend

I've gushed about Dragon Warriors before, but I don't believe I sufficiently emphasized the quality and power of Dave Morris' prose. Here's an excerpt from the rulebook's description of the land of Molasaria:

"Frightened peasants quake under the rule of a hundred local despots. Terror soars aloft on membraneous wings by night and sifts the carrion in lonely churchyards... Black-clad priests trek from valley to valley, but the peasants are always torn between faith and fear. Spend a few days in any of the mountain villages and you will see a funeral procession wending a path down through the narrow streets - old men whose lined faces show the scars of many losses, grim youths with jaws set in sullen defiance, veiled women sending up a shrieking lament, and wailing children who have yet to learn the injustice into which they have been born."

This is the sort of thing I'm talking about.

I love Dragon Warriors.

Tuesday, February 17, 2009

Review: Dragon Warriors

A couple of posts back, I promised a review of an old RPG I was happy to see back on the shelves. That game is the classic British fantasy game known as Dragon Warriors, recently re-edited, re-packaged, and re-released late last year by James Wallis' Magnum Opus Press.

(I should warn readers that I find talking about game mechanics at length incredibly boring. If you're interested in the particulars of how swinging a sword or casting a spell works in Dragon Warriors, I recommend perusing the reviews section at RPG.net.)

Dragon Warriors originally saw life as a series of six digest-sized paperbacks released by UK-based publisher Corgi Books. Dragon Warriors appeared in the mid-80s, as gamebooks like Fighting Fantasy and Lone Wolf were at the height of their popularity. Dragon Warriors, unlike those books, was a full-fledged RPG, rather than a "choose your own adventure" style game. It enjoyed a good amount of success in Britain (and also in Australia and New Zealand), but the books were unavailable in the United States. Magnum Opus Press recently collected all of the rules and setting material from across the six original books, did a little bit of editing and tweaking, added new artwork, and re-released the game. This new version of Dragon Warriors has been distributed worldwide. So, while many outside the US view Dragon Warriors with a fond sense of nostalgia, the vast majority of Americans are now reading it for the first time.

I have described Dragon Warriors in the past as the UK's answer to "red box" D&D, the introductory version released by TSR in the early 80s, but now that all of the rules and world information has been collected from across the various original books, a better point of comparison would probably be the D&D Rules Cyclopedia, a book that has largely become accepted as the definitive one-book fantasy RPG. But what makes Dragon Warriors shine in comparison to it is its attention to mood and atmosphere.

The game's introduction, written by co-creator Dave Morris, describes the goal of Dragon Warriors as putting "something dark, spooky and magical back into fantasy role-playing." Morris relates that he and Oliver Johnson wanted to create a vivid, folkloric Dark Ages setting in contrast to "the medieval Disneyland of Dungeons and Dragons."





In that goal, Dragon Warriors succeeds admirably. Even the brief example of play at the beginning of the book - which, in a nice touch, consists of several knights meeting and getting into a discussion about tourneys, the Crusades, and pagan gods - labors to set the tone of the game even as it discusses the most basic nuts and bolts of roleplaying.

Character generation likewise evokes the tone of the setting. Unlike the bulk of fantasy RPGs, there are no races to choose from - all player characters are assumed to be human. (As Dave Morris writes in his introduction: "Walking into a tavern in Legend and finding an elf at the bar would be like strolling into your real-life local and seeing a polar bear.") Dragon Warriors also eschews D&D's generalized character classes in favor of more flavorful professions - so, rather than fighters, thieves, and magic-users, DW characters are assumed to be Knights looking for something to do after returning from a Crusade, Assassins on the run from secret societies, left-handed Sorcerers feared by the peasantry, and so on. The magic spells and artifacts available to players also evoke a world with history. Yes, there are the fantasy staples of magical swords and bolts of fire, but also terrible curses and saints' relics.

But I don't want to make Dragon Warriors sound like a "historical" fantasy game. The Lands of Legend are clearly inspired by medieval Earth, with some regions essentially being real-world locations renamed (such as the assumed starting point of Ellesland, which is much like medieval England). However, there are also high-fantasy elements, such as the blasted plains of Krarth, ruled by the descendants of powerful magi, or the bizarre bridge-city of Rathurbosk. But throughout is a feeling of deep mystery. Never do the setting's creators let magic seem everyday or predictable. This is a world where magic is old and terrifying. This is Legend, where a goblin is something that lives in your rafters and curdles your milk, an elf is as unpredictable and cruel as a child, and a dragon is the very symbol of evil... and this is a game that dearly makes you want to play in that world.


I should point out that Dragon Warriors is over twenty years old, and while its system is simple and straightforward, there are some odd warts here and there. There is something approaching a "unified mechanic", where one rolls under a target number on a d20... unless you're using magic, when you use 2d10, plus there are a few "special case" rules that work quite differently (such as poison, morale or the dreaded Fear Attack). The abilities of the professions themselves - which include the aforementioned Knight, Assassin, and Sorcerer, plus Barbarians, Mystics, Elementalists, and Warlocks - vary considerably in complexity and customizability. The description of the Barbarian, for example, takes up scarcely a page, while eight pages are devoted to the highly mutable Assassin profession. This may rankle fans of modern RPGs, as some professions certainly offer less options to the player, though they aren't necessarily weaker for it. Again, however, I feel that the game's strengths vastly outweigh its weaknesses.

Happily, the new incarnation of Dragon Warriors seems to be doing well for itself. There has been a steady stream of interest in the game on various RPG message boards, and it has received glowing praise from Mike Mearls, co-designer of the latest edition of Dungeons & Dragons. I am optimistic about Dragon Warriors' future, and am hoping that it leads to more old gems being uncovered, polished, and readied for release.