As a result of all this, the writeup on this got a bit ... long. I have a lot to say about the new arrivals. AND often something about how I buy and receive games. So this time I'm breaking it into two versions. So buckle up. Here's Part 1.
Blue Planet: Recontact by Jeff Barger and Greg Benage, Biohazard Games and Gallant Knight Games Slipcase with two hardbound books; a 328-page Player's Guide and a 358-page Moderator's Guide, 2024, Kickstarter.
So there's a story here (hey, I warned you). I kickstarted the game and kept up irregularly with their updates over their campaign. One of their updates in early December said that their US deliveries had been complete. I realized I hadn't gotten a copy yet. I checked through the links provided and they said yes, they had shipped it, and yes, UPS had delivered it and yes, here's a picture of it my porch stoop. But I don't remember picking it up and opening it. I assumed porch pirates, and contacted Gallant Knight at the address provided, and they kindly said they'd send me a replacement in January, after they had wrapped up all their deliveries. Which was nice.
Except ...
I HAD received my copy of the game. I got it with some presents I had ordered online for the Lovely Bride for Christmas and without thinking had put it into the closet to be wrapped. Upon discovering that I did have a copy, and it was NOT porch pirates, I contacted Gallant Knight again and told them I was an idiot. And they said, "Don't worry, that stuff happens to us too." But the whole way they handled it was professional, friendly, and, well, nice. Good going, Gallant Knight
Anyway, I LOVED the original Blue Planet from 1997, so I was really looking forward to this one. The original was a testament to hard-SF world-building. Here's the deal - Earth finds a wormhole at the edge of the solar system. It leads to another solar system, which has a habitable world, Poseidon, which is mostly water with a scattering of archipelagos. Settlers are sent out. As they set up shop, the Earth governments collapse under environmental disasters and Poseidon is cut off. Finally, Earth recovers enough to establish recontact. And a slew of new settlers, corporations, and political factions arrive, which puts more stress on the already established human settlers as well as the native life, including what may be intelligent life.
The new version? All that and more. It is a deep dive (that's a pun there) on the world, its natural history, and the various factors. This is mostly about the world-building - the game rules don't show up until page 265 of the Player's Book. The mechanics are straightforward and have a whiff of old school Traveller to them, but the world-building is the star here. It is a really good setting if you hanker for that hard SF style.
Flott's Miscellany Volume Three by Thaddeus Flott, Imaginary Alchemist, by Andrew Devenney, Alisha Forest, Rich Forest, and Bill Spytma, 36-page Pamphlet, Superhero Necromancer, Kickstarter, with fulfillment on Backerkit, 2025.
These have been a series of pamphlet-sized zines dealing with another world under water. In this case, the Rainy City: a ramshackle town that is the last relatively dry spot in the world. It has its own share of refugees, natives, and weirdness.
And it deals with a miscellany of things, which can be neatly looted for other campaigns - beneficial aid societies, gargoyle lore, and the closest thing to an adventure area that I've seen. It is rules-agnostic, which adds to its portability, but, like Blue Planet, it is about the world-building, though on a much reduced scale. It would frankly make a nice home base in a Ravenlofty Domain of Dread.
Downside? The cost of shipping was an additional one-third of the original cost. Yeah, that's turned into a debit on Kickstarters, in particular for 'zines. And after a few of these, it's probably time to gather everything together under one cove, make an editing/development passe and OGL it for the latest edition of your favorite RPG edition - I'd favor a D5.5/Blades teamup.
Forgotten Realms Heroes of Faerun by Jason Tondro et al, Wizards of the Coast, 192-page hardback, 2025, and Forgotten Realms Adventures in Faerun by Jason Tondro et al, Wizards of the Coast, 192-page hardback, 2025, Alt-Cover editions, both purchased from Midgard Comics, Games & More
I picked up the alt-cover versions at my local comic shop, which also hosts RPG and MTG nights. And what attracted me to it was the dynamic style of the covers, which were very different from either the traditional 5/5.5E covers, or the previous art-style covers. I think their art-deco design is cool, though I wouldn't want it on every book they release.
And I should note that I paid for these books, as opposed to getting them from WotC. That's cool, too, and they did give me and Ed Greenwood a thank-you in the credits. But just so you know, I'm predisposed to them, but owe them nothing as far as a review. Oh, and they made serious mention of Alias of Westgate, a character my wife and I created for the novel Azure Bonds (still available in your finer used bookstores).
Anyway, one of the graces and the challenges of the Realms has always been that it is so big and rich. Over the years, there have been a lot of game books, novels, computer games and comics set here, and the task of dealing with it may be daunting for a player or DM. We built a lot of it in 1st and 2nd edition, worked over a bunch of it in 3rd and 4th. In 5th edition, WotC swung the other direction, and kept it mostly confined to the Sword Coast, ignoring the rest, which also frustrated people. This version neatly splits the difference. It talks about the major areas in the Player's Expansion (Heroes of Faerun), and then drills down into a handful of locations in the DM's Expansion (Adventures in Faerun) with different flavors of fantasy. Which is a nice way of providing a lot of options to the player without hitting them with a firehose. It also shows off the Realms as hosting different flavors of fantasy - The Dalelands is your standard setup, Icewind Dale leans towards survival horror (man against nature), Calimshan graces the entire Arabian Nights fantasy, the Moonshaes are celtic and fae, and Baldur's Gate is urban fantasy. All in all, a great tour of the kinds of campaigns you may want to run.
Even with picking a few places in the Realms, there is a lot here. Heroes of the Realms covers how all the races/species fit into the Realms (including the ones that showed up most recently). There are a buncha subclasses. backgrounds, and feats. A good chunk on gods (and there are still a lot of them). Stuff to buy, magic, and factions. Opens a lot of doors and options for the players. The Adventures in the Realms book drills deeper into the subsettings I mentioned above, but also sets up particular settings and frameworks for running adventures there. Plus an overarching meta-adventure, more monsters and magic items unique to the Realms. And advice on how to run the Realms.
And it is really good. One thing I disagree with is their portrayal of the Realms as a higher-level campaign, and its recommendation you start at 3rd-level. I think the Realms is a suitable setting for low-level campaigns that let you grow into your character, and deal with low-level threats, but that's just me..
Riverbank, by Kij Johnson, Open Design/Kobold Press, 192-page hardbound, 2025, Backerkit.
The term "cozy" as a genre first showed up for me in mystery novels. The British countryside. The sleepy little town nestled in the farmland. The occasional murder, but it is always a polite murder, lacking a lot of the unnecessary bloodshed. There's still conflict, but it much more mannered. Agatha Christie gets the nod as the mistress of the Cozy, but it has spread far and wide, and jumped the genres into things like role-playing games.
Riverbank is very much a delightfully cozy RPG (Full disclosure, the designer is a friend and former colleague, the editor is a friend and former colleague, and the publisher is a friend and former colleague - just so you know). All the characters are Animals with a capital A, which sets them apart from the ordinary animals. They wear clothes. They drive vehicles. They pay visits to friends and take tea. They are very British in their outlook, and summon up visions of Winne-the-Pooh, Master Toad, Peter Rabbit, Frodo and Bertie Wooster. They live alongside humanity, and are treated much better than other members of the Empire were in the early 20th Cent.
There is conflict and challenge here, but without combat. You may not have gotten an invite or have to chase down a rare toy or have to suffer the visitation of a horrid relation. The key here is to keep a balanced demeanor, measured by a scale similar to Pendragon. Slip too far in one direction and artistry takes over, and you ignore all else to write an opera. Slip too far in the other and you have the urge to shed you civilized weskit and slacks and make a nest or dig a burrow. There's a variety of Animals to choose from, but all Animals are equal, at least in size, and very hobbitish in their demeanor. Yeah, the early chapters of The Fellowship of the Rings is appropriate here as well, where the lads are crossing the Shire and worried about nothing more than Farmer Maggot's dogs.
The game itself has a couple card decks to handle Betweentimes (actions between adventures) and Hapazardry (random encounters) as well as specialty dice, but neither are required to play the game (they have tables within). And the pieces of these are drifting in piecemeal for fulfillment, such that the card decks showed up after I took the above photo but before I finished this lengthy epistle.
But all in all, it's a nifty hardback, and my only real regret is that I sprung for the deluxe edition, with its stamped gold foil cover, instead of the regular version, as the art by Kathleen Jennings (who is not at this time a friend or former colleague) is spot-on in capturing the spirit of the game. And a very cozy spirit it is.
Dragonlance Legends by Margaret Weis and Tracy Hickman, Random House, 1114-page Hardback, contributors copy from the Author.
This is a collection of the second Dragonlance Trilogy - Time of the Twins, War of the Twins, and Test of the Twins, the twins in question being Caramon and Raistlin. This second trilogy followed hot on the heels of the original Dragonlance Adventures trilogy, and broke away from the map-based flow of the original three and charted its own course. There were no game tie-ins at this point, and it represents where the novels took command of Krynn and its future.
Here are all three books in their glory between one set of covers. In addition, the volume has songs written by Michael Williams, and short essays by some of the original creators, including yours truly. The original stories are now forty (forty!) years old, and it makes me smile to see them available once more.
Epic Tales (Alpha Playtest Rules) by Stan! Stannex Press, 4-page pamphlet, 2025, Gift of the creator.
This is the last entry of part one, and is a very small one, designed by friend, designer, and frequent youtube host Stan! Brown. Epic Tales is very simple RPG. You choose your Occupation (otherwise called Class), Specialty (what you're good at), Weakness (what you might struggle with) and head off to adventure. That's about it - target numbers of difficulty and how much effort you want to put into the roll (from Lazy to Maximum). You have Action Points to jimmy the odds in your favor.
And that's about it. It's a simple, straightforward set of rules. Why do I mention it here? Because I want him to expand it out and get to a copy that he feels comfortable running at conventions. 'Cause I think he has something here. So if you see him at a convention, be sure to ask him about it. Not that I'm being evil and pushy about it at all.
And that draws us to a close on the First Part of the Winter of Too-Much-Content. Stay tuned for part 2
More later,