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"Goodbye, Jean-Luc, I'm gonna miss you. You had such potential. But then again, all good things must come to an end."
- Q, Star Trek: TNG


First Impressions of Risk: Godstorm

by Ken Newquist / August 7, 2004

A few years ago, I reviewed Avalon Hill's then-new Risk 2210 board game for SCI-FI. Our gaming group loved it how the game took the game's core mechanic, added a great deal of complexity and strategy to it, threw in a sci-fi theme, and still managed to retain that bizarre Risk luck factor. I gave the game an A, and it's been a fixture at our table ever since. Now AH has released another Risk variant, Risk: Godstorm and once again we're gearing up for a playtest.

ProFantasy Releases Source Maps: Castles

by Ken Newquist / July 29, 2004

ProFantasy's new computer cartography resource, Source Maps: Castles, gives gamers twenty-five beautifully rendered castles with over 130 floorplans, historical information and game notes for their campaigns.

While the castles and associated maps can be accessed with an included viewer, owners of CC2 can use it to expand that cartography program into a powerful castle designer. Coupled with Perspectives Pro, users can create 3D castles.

Source Maps: Castles includes:

Contemplating a Libertarian RPG Campaign

by Ken Newquist / July 26, 2004

I've been contemplating running a play-by-email campaign for a while now, and with the launch of the Libertarian Gamers Project I've decided to make it a campaign with a libertarian bent.

Offline, I've got a Dungeons & Dragons campaign (set in the World of Greyhawk) so for the online game I'm looking to run something different. My short list is:

  • Spycraft (modern espionage game, using a d20 rules varient)
  • Stargate SG-1 (based on the TV series, powered by the Spycraft rules)

The Libertarian Gamer: Spycraft, Part 1

by Ken Newquist / July 26, 2004

Spycraft is Alderac's d20-based game of modern espionage. It draws upon the classics of the genre -- James Bond, Mission: Impossible, The A Team, Sneakers, Alias -- to create a game that's reminiscent of classic RPGs like James Bond: 007 and Top Secret.

By default, the Spycraft source book assumes that the players are part of a larger intelligence organization -- one with multiple departments and enough of a bureaucracy to provide them with the gear and gadgets they need to fight their battles against nefarious masterminds. But there's nothing that says that this agency needs to be a government one -- indeed, in the first campaign setting for the game, the protagonist organization is the private Archer Foundation. Granted, the Archer Foundation is itself part of a larger, Illuminati-like alliance bent on stopping the forces of evil from conquering the world, but hey, at least it's a private organization.