Episode 103 – How to Be a Better Player

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.

Might and Magic VII

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.

Yellow Sign and Other StoriesAbout The Yellow Sign and Other Stories: The Complete Weird Tales of Robert W. Chambers

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.

Robert E. Howard's Ancient TerrorsAbout Robert E. Howard's Ancient Terrors

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.

Red NovemberAbout Red November

  • 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.

PZO9055_500About Skulls & Shackles

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.

  1. 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?
  2. 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!
  3. 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?
  4. 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?
  5. 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.
  6. 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?

Pathfinder: Wizard’s College CBS Episode 23 – Sphinx Paradise – Fixed! Huzzah!

The final clue leading to the location of the Lost Library of Kyrin is at an unexpected, the paradise resort of the reclusive Sphinx. Will the professors manage to riddle their way into the island, or will they have to resort to a more direct approach?


Pathfinder: Wizard’s College CBS Episode 22 – Vampire Rock Fixed

First on their list of places to visit is the dreaded Vampire Rock. Is the name merely a nickname or does it reveal some insight into the denizens?


Pathfinder: Wizard’s College CBS Episode 21 – Efreeti Problems Fixed

The professors plan a daring escape plan for a wrongly sentenced man and his daughter, how they get some unexpected problems from dragons and efreeti.

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Sasquatch Game Studio Readies First Tabletop RPG Release


First Product is the Primeval Thule RPG Setting

Auburn, Wash.—May 29—Here’s a Sasquatch you’ll have no trouble sighting. Game industry veterans Richard Baker, David Noonan and Stephen Schubert have united to found Sasquatch Game Studio, a design house and publisher devoted to creating “dream team” products for the hobby game market.

Their first project, the Pathfinder- and Dungeons & Dragons-compatible Primeval Thule campaign settinggrew from the trio’s shared love of pulp adventures—stories by Robert E. Howard (Conan), H.P. Lovecraft (Cthulhu), and Clark Ashton Smith.

“Modern fantasy draws from two great inspirations: epics such as Lord of the Rings, and the adventure stories of characters such as Conan, Tarzan, or John Carter,” said Baker. “We feel that there aren’t many game settings around that capture the action, savagery, and barbaric splendor of the sword-and-sandals tradition. That’s the experience we want to deliver with our Primeval Thule setting.”

The three Sasquatch principals collectively have 48 years of professional experience in the industry, mostly designing and developing D&D for TSR and Wizards of the Coast. Their first product—and the company itself—grew out of their ongoing Thursday night D&D game.

“The amount of creative energy around the weekly D&D game table is staggering. It’s time to put it to work,” Schubert said.

Sasquatch isn’t shy about using its industry connections to assemble top-tier artists, cartographers, designers, and writers to bring their games to life.

“That’s one of the most fun parts of starting a project at Sasquatch: assembling the ‘dream team,’” Noonan said. “Because of our background, we’re blessed with friends and colleagues who happen to be world class in various creative disciplines. We get to sit down with them over coffee and say, ‘Here’s what we’re thinking…’”

Sasquatch will be attending major game conventions this summer, including PaizoCon (July 5–7), Gen Con (Aug. 15–18), and PAX Prime (Aug. 30–Sept. 2).

Baker is a New York Times best-selling fantasy novelist and award-winning game designer with over 100 game sourcebooks, products, and novels to his credit. He was one of the core designers of the Dungeons & Dragons 3rd Edition game, and currently works as a writer/developer on the Pathfinder Online game.

Schubert worked on more than 50 3rd edition and 4th edition Dungeons & Dragons products as a designer/developer, and was a core developer on the D&D Miniatures Game team. He has since branched out into digital games.

Noonan counts more than 50 3rd edition, 4th edition, and Pathfinder products among his credits. He was also the lead writer for the TERA MMORPG and consults with video game companies on script and narrative design issues.

More information on Sasquatch’s inaugural product, the Primeval Thule campaign setting, will be available in days to come. Baker, Schubert, and Noonan are finalizing production details and setting a release schedule.

Sasquatch Game Studio LLC is devoted to delivering top-quality hobby game experiences. For more information or to schedule press availability, contact press@sasquatchgamestudio.com or visit sasquatchgamestudio.com.

FAQs about Sasquatch Game Studios

Q: Who are you guys?

A: In brief, we’re three experienced D&D designers keen to create hobby games on our own terms. We don’t need to capture a huge swath of the gamer market—just to deliver a great table experience for gamers who want something different.

Q: What are you making?

A: Our first product is Primeval Thule, a campaign setting for Pathfinder/D&D best described as “Conan vs. Cthulhu.” More broadly, we make high-end hobby game products for discerning, experienced gamers.

Q: Why now?

A: Two factors. First, it’s easier than ever before to get a great game product into gamers’ hands without diluting and delaying it every step of the way. Second, the gamer community has sophisticated tastes and the ability to express those tastes directly to creators. Making cool game stuff is no easy task, but it’s doable in ways that weren’t possible five, ten, or twenty years ago.

Q: Digital or print products?

A: It depends on the product. Our first product will be available in both print and digital formats (there’s a great old-school feeling when you open a print campaign setting for the first time). We’re not averse to digital-only or print-only products if it makes sense, though, and that’s something we’re gathering feedback from gamers about.

Q: Which version of D&D do you prefer?

A: We’ve written professionally for 2nd edition, 3rd edition, 4th edition, and Pathfinder, with work for D&D Next in the pipeline. Asking us which we favor is like asking us which child we love the most. Our first product will be for Pathfinder and 4th edition D&D, because that’s what most people are playing right now, but if the numbers support it and we can make the licensing work, we’d love to leave Sasquatch-size footprints on other “flavors” of D&D, too.

Q: What about other RPG systems?

A: Very much on our radar. David in particular is keen to adapt Thule for other systems such as FATE and Dungeon World. But right now we’re focused on our first product and making it as great as possible.

Q: What about other sorts of hobby games?

A: Also in our plans. Rich gets wild-eyed when we talk about our schemes for wargames, for example. But again, right now we’re focused on our great first product.

Q: What about Sasquatch-designed jetpacks and hovercars?

A: That’s just crazy talk. How’d you get in here?


Pathfinder: Wizard’s College CBS Episode 20 – Enemy Territory

As the Professors venture into enemy territory they begin to discover the far reaching effects of the Planar Collapse. Will the heroes be able to disguise themselves in enemy territory?


Pathfinder: Wizard’s College CBS Episode 19 – Monolithic Problem

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Pathfinder: Wizard’s College CBS Episode 18 – Kyrin Coup

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Pathfinder: Wizard’s College Episode 17 – A Hot Topic

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Pathfinder: Wizard’s CBS Episode 16 – Reclaiming Relics



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