Wherein we talk about news, Noah's Jedi Quest, and some video games. We also discuss influential RPGs from our past and what we'd love to play, but never been able to.
While we weren't able to get everyone together to record a formal episode this holiday season, Jeremy and Ethan were able to record some individual segments for your easy-ear-listening pleasure.
Thanks for all your support these last ten years, and we will certainly endeavor to give you more content as time goes on!
With that, we've added some functionality to the website, including a chat function, forums, and social groups and activities as well. We're expanding our coverage to include more news, reviews, and we're starting to look at video games as well. We're trying to make this website a stopping point for gamers of all kinds, whether they get their fun from the tabletop, the video screen, or both!
In this episode, Ethan, Nathan, and Jeremy talk about what they've been doing the last few months - and get into some of what they want to accomplish with the show from this point out. Expect a lot of new and cool stuff as the weeks progress.
In the meantime, please take your time to play around with the new bells and whistles on the website!
We're back with the original trio talking about the new Dunegons & Dragons 5th Edition.
It's the latest edition of the world's most famous RPG, and we're taking a look at the free basic rules put out by Wizards of the Coast. Jeremy has a lot to say, and Nathan is even optimistic!
In the Three Parter, we discuss a lot of stuff, but Nathan mainly talks about Unepic, a new computer RPG, Jeremy and Ethan talk about Warmachine, and Ethan throws down his opinion on Firefly: The Game and Galactic Strike Force.
Of course, we also talk about KantCon, which is less than two-weeks away!
Running Time on this Episode is 96 minutes.
About Dungeons & Dragons 5th Edtion Basic Rules
As Mike Mearls explained in Legends & Lore: The Basic Rules for Dungeons & Dragons is a PDF (over 100 pages, in fact) that covers the core of the game. It runs from levels 1 to 20 and covers the cleric, fighter, rogue, and wizard, presenting what we view as the essential subclass for each. It also provides the dwarf, elf, halfling, and human as race options; in addition, the rules contain 120 spells, 5 backgrounds, and character sheets.
Unepic is a combination of platforming and role playing games. There are many hilarious references throughout the game. The game takes place in Harnakon, a huge medieval castle.
It is set in the hardcore NES Style, yet refined with the latest features. This makes Unepic a very unique game.
WARMACHINE players take on the role of warcasters as they lead their titanic forces into battle. Warcasters possess significant martial prowess of their own as well as having hardened warriors and magical spells to bring to bear. Players collect, assemble, and paint fantastically detailed models representing the varied warriors, machines, and creatures in their armies. WARMACHINE is fully compatible with its feral twin, the monstrous miniatures combat game of HORDES.
About Firefly: The Game
Fire up your engines and full burn out to the edge of the ‘Verse. This fall, Firefly: The Game – Blue Sun expands the game into new territory. A new Board section pushes the ‘Verse outwards, adding new systems to explore and exploit. Navigate this frontier space with an all new Nav Deck. A new Supply Planet offers new Gear to purchase and new Crew to hire. Two new Job Contacts offer new opportunities and unique game-changing challenges while the game’s other Contacts have new Jobs to claim a piece of the Rim for themselves. Two new Leaders present new strategies for players to execute as they focus on three new Story Cards. Two additional Reaver Cutters and new rules for these dangerous savages put the ‘Verse on high alert. Reaver activity is on the rise and your Crew is on the menu!
About Galactic Strike Force
Galactic Strike Force is the tactical, cooperative, space battle, deck building game from the creators of Sentinels of the Multiverse!
In Galactic Strike Force, up to six players each control a member of a rogue Strike Force assembled to struggle against galactic threats that the major powers lack either the motivation or strength to face.
Recorded a while ago and Ethan forgot to post this ... ah, the busy life.
Ethan, Jeremy, and Noah test some new equipment and talk about what they've been up to.
The original trio is back together to get a regular episode on the chopping block.
In this episode, we talk about some online games and catch-up our loyal listeners with what we've been so busy with over the last several months.
In the Three Parter, Nathan talks about Might and Magic X and a book he's been reading titled CoCo: The Colorful History of Tandy's Underdog Computer by Boisy G. Pitre and Bill Loguidice, Jeremy reviews 13th Age, and Ethan reviews PDF products Super Powered Bestiary: Aboleth to Cyclops by Jacob E. Blackmon (Rogue Genius Games $6.99) and The Manual of Mutants & Monsters: Cthulhu by Steven Trustrum (Misfit Studios $1.55).
Some handy links for this episode include:
About CoCo: The Colorful History of Tandy's Underdog Computer
CoCo: The Colorful History of Tandy’s Underdog Computer is the first book to document the complete history of the Tandy Color Computer (CoCo), a popular 8-bit PC series from the 1980s that competed against the era’s biggest names, including the Apple II, IBM PC, and Commodore 64. The book takes you inside the interesting stories and people behind this unique, underdog computer. Both noted computer science and technology advocates, authors Pitre and Loguidice reveal the story of a pivotal period in the home computing revolution from the perspective of Tandy’s CoCo. As these computers were sold in Radio Shack stores throughout the United States and other countries, they provide a critical point of reference for key events in the unprecedented evolutionary period for the PC industry in the 1980s. The book also features first-hand accounts from the people who created and promoted the CoCo, from the original Tandy executives and engineers to today’s active product creators and information keepers. The CoCo impacted many lives, and this book leaves no stone unturned in recounting this fascinating slice of the PC revolution that is still in play today. From early telecommunications experiments to engineering and budgetary challenges, it covers all the aspects that made the CoCo a truly personal, useful computing experience in as small and inexpensive a package as possible.
About Might & Magic X: Legacy
Might & Magic X: Legacy is the latest installment of the Might and Magic role-playing video game series, announced on March 21, 2013, developed by Limbic Entertainment and published by Ubisoft. Instead of being a sequel to Might and Magic IX the game follows the events of Might & Magic Heroes VI and is set in the world of Ashan. It was released on January 23, 2014 as a downloadable title for Microsoft Windows.
About 13th Age
In the 13th Age of the world, adventurers seek their fortunes in the Dragon Empire while powerful individuals known as Icons pursue goals that may preserve the empire from chaos, or send it over the edge. Players decide which Icons their characters ally with, and which ones they oppose. These relationships, along with a personal history and a unique trait chosen during character creation, help define an adventurer's place in the world of 13th Age and lay the groundwork for epic stories that emerge through play. There are also fun new rules for hitting orcs and making them go splat. Our goal with 13th Age is to recapture the free-wheeling style of old-school gaming by creating a game with more soul and fewer technical details. ...13th Age makes the play group's campaign the center of attention, with a toolkit of rules that you can pick and choose from based on the kind of game you want to play. The mechanics draw from classic games as well as newer, story-based games. Jonathan Tweet, co-designer
About Super Powered Bestiary: Aboleth to Cyclops
Volume One of the Super Powered Bestiary provides more than 30 full creature write-ups for monsters, animals, angels, and aberrations compatible with the 3rd Ed M&M rules. Obviously of great us to anyone running a fantasy-themed game with this ruleset, the Super Power Bestiary also provides options for more traditional supers and masked adventurer games! Whenever a GM wants the heroes have to face chimera on the island of Doctor Hybrid, survive the trained animals of the Crime Zoo, or overcome Elder Horrors summoned by evil Tyrant Sorcerer, the threats can quickly and easily be drawn from this first volume of the Super Powered Bestiary!
No, you're not seeing things. Jeremy and Ethan decided to get an episode out the door while Nathan and Noah weren't available. So, this being the landmark episode where they didn't have Nathan around, Ethan and Jeremy talked about all kinds of things that would likely make Nathan mad ...
In the meantime, enjoy an "After Dark" episode with the Gamer's Haven crew wherein we talk about what we've been doing for the last several months!
We're joined by longtime contributor to the Gamer's Haven Actual Play, Andre - yeah, that guy who does Wizard's College, City of Angels, Brothers, and countless others.
We talk about an article, and the contracts that Andre made thereof for his players, that we found here: http://lookrobot.co.uk/2013/06/20/11-ways-to-be-a-better-roleplayer/
This episode runs long, as we have a full house on the show this time around.
In the Three Parter, Nathan talks about what he's into with Might and Magic 7, Jeremy reviews some fiction from The Yellow Sign and Other Tales by Robert W. Chambers & Robert E. Howard's Ancient Terrors, Ethan reviews the Fantasy Flight game Red November, Noah rants a bit on nostalgia, and Andre does a thorough review of the Paizo adventure path for Pathfinder "Skull and Shackles."
Total running time of this episode is 2 hours 54 minutes.
About Might & Magic VII: For Blood & Honor
Might and Magic VII: For Blood and Honor is a role-playing game published in 1999 by 3DO and developed by New World Computing, and is the predecessor of Might and Magic VIII: Day of the Destroyer. It is the sequel to Might and Magic VI: The Mandate of Heaven and, in a way, Might and Magic III: Isles of Terra.
This massive collection brings together the entire body of Robert W. Chamber's Weird fiction works, including material unprinted since the 1890's. Chambers is considered a landmark author in the field of horror literature for his KING IN YELLOW collection, which itself represents but a small portion of his weird fiction work.
These stories are intimately connected with the Cthulhu Mythos introducing such manifestations as Hali, Carcosa, and Hastur. This book contains all the immortal tales of Robert W. Chambers, including "The Repairer of Reputations", "The Yellow Sign", and "The Mask". These titles are often found in survey anthologies.
In addition to the six stories reprinted from THE YELLOW SIGN (1895) this book also offers more than two dozen other stories and episodes. These narratives rarely have appeared in print. Some have not been published in nearly a century.
Stories are collected and edited by Lovecraftian Scholar S.T. Joshi.
Prehistoric adventure, Lovecraftian terror and psychological horror from the creator of Conan!
- Spear and Fang
- The Valley of the Worm
- The Garden of Fear
- The Slithering Shadow
- The House of Arabu
- The People of the Dark
- The Cairn on the Headland
- The Black Stone
- The Dream Snake
- The Man on the Ground
- The Dead Remember
- Sea Curse
- The Haunter of the Ring
- The Fearsome touch of Death
Formatted for Kindle, with original commentary by the editor.
- Warning: Oxygen levels critical! Danger! Asphyxiation!
- Oxygen levels stable.
- Warning: Reactors overheating! Danger!
- Reactors cooled.
Warning! Warning! Warning!
Welcome to the BFGS Red November, a doomed submarine where everything can and does go wrong. The Red November is home to gnomish submariners trapped struggling against a hellish cycle of fire, floods, missile strikes, and nuclear meltdowns. In the face of such catastrophe, sometimes the only choice is a stiff gulp of grog.
Red November is a cooperative board game for 1–8 players, and the revised edition includes a larger game board,Item cards, and clarified rules. Control desperate sailors in a frantic race against the clock. Can you survive in the submarine until you are rescued? To prevent destruction, players must work together to complete tasks as efficiently as possible.
There's adventure to be had on the high seas when a group of press-ganged strangers seizes a ship and becomes embroiled in the plots and politics of the Shackles—an infamous island chain dominated by pirate warlords. But as these new swashbucklers make names for themselves, rival scalawags, enemy navies, legendary sea monsters, and the infamous Hurricane King himself seek to see them walk the plank. Who will survive when there's glory to plunder?
Pathfinder Adventure Path is the premiere monthly resource for your fantasy roleplaying campaign. Every month, the Pathfinder Adventure Path brings you a new installment of a 6-part series of interconnected quests that together create a fully developed plot of sweeping scale and epic challenges. In each volume of the Pathfinder Adventure Path, you'll meet nuanced characters, visit fantastical locations, face deadly foes, and learn ever more about nefarious plots and an incredible world forged by some of the most popular authors and artists in fantasy gaming. What's more, each Adventure Path also comes complete with new monsters, detailed supplementary chapters on important topics and locations, and fiction in the Pathfinder's Journal—everything you need to make your campaign rich, detailed, and engaging.
- The Wormwood Mutiny (1 of 6): The adventurers wake up in the hold of a ship at sea, only to discover they've been press-ganged into a crew of scoundrels, thieves, and buccaneers from the pirate isles of the Shackles. When they're assigned to a captured ship as part of a skeleton crew, the adventurers finally have a chance to stage a mutiny, but a sudden storm strands them on an isolated island inhabited by strange monsters? Can the adventurers survive the dangers of the island to overthrow their cruel captors and take control of their own destinies? Will they become feared pirates with their own ship, or will they meet their ends in a watery grave?
- Raiders of the Fever Sea (2 of 6): Now masters of their own ship, the adventurers can become pirates in their own right, but they must first rename and refit their stolen ship. But to be considered equals by the pirates of the Shackles, they have to prove themselves worthy of the name. When they discover a treasure map tattooed on a defeated pirate rival, the adventurers go in search of buried treasure. If found, they'll have enough plunder to return to the Shackles as true Free Captains!
- Tempest Rising (3 of 6): Returning to the Shackles with a hold full of booty and plunder, the adventurers must present themselves to the Hurricane King of the Shackles. Now recognized as Free Captains, they can enter the Free Captains' Regatta, a grueling race along the fringes of the mighty hurricane called the Eye of Abendego. The winners receive a fat prize purse, their own private island, and a seat on the Pirate Council of the Shackles. Will the adventurers triumph against fierce competitors, old rivals, and the treacherous winds and currents of the Eye of Abendego itself? Or will their ship be dashed against the rocks, never to sail again?
- Island of Empty Eyes (4 of 6): Having won the Free Captain's Regatta, the adventurers must now claim their prize—an uninhabited and dangerous isle called the Island of Empty Eyes. After exploring strange ruins and fighting the island's monstrous denizens, the adventurers must host a feast for their new peers on the Pirate Council. But a mysterious saboteur threatens to disrupt the party. Can the adventurers tame their island wilderness and protect their influential guests? Or will they lose the respect of the pirate lords and fade into obscurity?
- The Price of Infamy (5 of 6): The adventurers now have their own island and port, but they'll need more than one ship to defend it. They must scour the harbors and docks of the Shackles to recruit more ships and more crews to their flag. But when a rival from their past sends a fleet to attack them, they must defend their island home. And when they sail to his island to get their revenge, the adventurers discover a traitor whose betrayal threatens all of the islands of the Shackles.
- From Hell's Heart (6 of 6): With an enemy fleet intent on conquering the Shackles looming on the horizon, the adventurers must build their own fleet of pirates and buccaneers to defend against the invaders, culminating in an epic naval battle in the middle of the Eye of Abendego. Will the adventurers defeat the invading navy and save the Shackles? Or will the independence of the Free Captains be eradicated forever?