There’s a gazillion podcasts out there covering everything from the music of Macross to This Week in Tech, This American Life on to The Married Man Podcast. Listeners are bombarded with innumerable choices, but perhaps there is room for one more?

I run a gaming podcast, Wargaming Recon, releasing new episodes every other week. Being a podcaster since 2006 has taught me that when people find something they like, they’re willing to stick with it and to try out related content. In other words, if you like what TrollITC has on the blog you may thoroughly enjoy a podcast discussing the same type of content found on the blog.

The million dollar question is, would YOU listen to such a show? Something that released weekly, or bi-weekly, lasting say 30-60 minutes in length. Perhaps you’d like it to be shorter, maybe clocking in at 15-20 minutes?

Your input is desired because I’ve been mulling over the possibility of such a show. I know that Ben, and the gang, are open to new ideas in the hope of seeing if the the spaghetti sticks to the wall. I’m not saying that we will end up creating a show. If interest is sufficiently strong you can bet that I’ll see what can be done.

Popularity: 1%

 

Wargaming Recon Logo

I record the Wargaming Recon podcast when I am not writing this weekly column. Wargaming Recon is a bi-weekly hour-long gaming podcast dedicated to historical gaming and New England gaming. I review products, discuss games I play, chat about cons, and travel the wargaming world with listeners.

Being a podcaster is a fun and exciting hobby that also can be a lot of work. New Jersey native and SModcaster Kevin Smith released a new book titled “Tough Sh*t: Life Advice from a Fat, Lazy Slob Who Did Good.” As a fan of his earlier works, i.e. Clerks., Mallrats, and Chasing Amy in particular, I started reading the book. Unexpectedly, Smith reveals a lot of great advice for anyone wishing to be creative. He owns a highly successful, fun, and funny series of comedic podcasts, which garner millions of listeners per episode.

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For some reason I had a phase where I was fascinated with the Jack the Ripper murders, at one point I even picked up a thick paperback encyclopedia with everything related to the murders (at the time it was published sometime back in the 90’s). Eventually I lost interest in reading about the various theories on whodunit and why he got away with it and went on to something else. Then last month while wandering up and down the aisles of Barnes and Noble, I stumbled across Ripper by Stefan Petrucha with the tag line “You thought you knew him. You were dead wrong.” A tag line and title like that, told me what the book was about, but what kept me from simply walking by it was the fact that it was in the teen fiction section. Because, you know, who puts a novel about Jack the Ripper in the teen or young adult fiction section!? That quirk factor led me to give the liner notes a read, the word steampunk popped up in there and I was sold. Oh, and there was the added bonus of a snort laugh fit at discovering in the front matter of the book that the text was set in “12 Point Bembo”—someone with some musical talent please start a band with this name!

 

The novel is set in 1895 inNew York Cityand the protagonist of the novel is a 14 year old orphan named Carver Young (hence the young adult/teen classification). Teddy Roosevelt is the Police Commissioner and there’s a super secret detective organization called the New Pinkertons operating out of the old Alfred Beach Pneumatic Subway (seen briefly in Ghostbusters II you may recall) and chock full of steampunk devices which make sporadic appearances throughout the novel. Carver, due to a change in the status of the orphanage he resides in, finds himself in need of a new home fast—or else he’ll end up on the streets. Being extremely interested in police work, he’s encouraged to write a letter to Teddy Roosevelt in hopes of finding a job with the police department. He’s also recently discovered in his file at the orphanage a cryptic letter that appears to be from his biological father. He believes if he can get himself an interview withRoosevelt, he might be able to start looking for his father while working for the police. The letter to Roosevelt leads to a sort of apprenticeship with Albert Hawking, a retired and somewhat disabled Pinkerton Detective. Hawking brings Carver into the New Pinkertons organization and helps with his training so that he can track down his father while developing his own problem solving and detective skills. The New Pinkertons are on the hunt for a killer who seems to be following in the footsteps of Jack the Ripper and leave Carver on his own most of the time. The hope is that if they find him, then they can step out of the shadows and bring back the glory days of the original Pinkertons agency. The goals of the New Pinkertons and of Carver Young quickly become intertwined and the race to find the Ripper before he strikes again leads you through the rest of the novel.

 

I thoroughly enjoyed this read. The main violence of the killings happens “off screen” as it were, so it’s pretty light on the gore. There’s a sweet budding romance and a feeling that the main character could carry over to other stories. Mixing real history into fiction can always be tricky, but Mr. Petrucha has done it well. I’m still on the fence as to whether there’s enough steampunk in this novel to bother with classifying it as such though. The unusual devices that pop up for Carver to use were all plausible devices that were simply ahead of their time. I’m not against their inclusion; they were done in such a way that they felt very natural–like they belonged in the real 1895. All that coupled with the mystery Carver was trying to solve and the twists and turns that came up along the way make for an enjoyable read. Mr. Petrucha not only developed his main characters well, but he also did an excellent job with the peripheral and minor characters. They are fully developed and their actions always seem fitting based on what you’ve learned about them—even the “bad” characters don’t come off as bad for the sake of filling a function, you could understand why they are the way they were. I do believe that the real reward of the novel is the amazing twist that comes at the end. I’ve read a lot of mysteries over the years and I’ve read a lot of novels in general where the author really wants to shock people with a twist to shake things up.  It’s always a wonderful surprise to get hit with a twist, have a momentary “wait…what!?” pause, followed by a re-read to make sure you got that right–then sit back and realize it’s perfect. More people need to read this so I can talk about the twist!

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The Arkyd Series 100 LEO class. A assembly line manufactured, low planetary orbit telescope designed for remote sensing in space and detecting rare elements, water and metals.

The Arkyd Series 200 Interceptor class. A modification of the LEO where propulsion capabilities have been added, allowing for deeper spaced penetration and coordinated tracking of orbiting bodies using multiple Intercepter class spacecraft.

The Arkyd Series 300 Rendezvous Prospector class. A modified Interceptor class craft with tight beam laser communications capabilities, exhibiting swarm capabilities with other Prospector class craft they will minimize risks of deep space mining by spreading that risk across multiple, semi-autonomous craft.

Whether you like your SciFi gritty and human, or slick and scientific, you should be celebrating right now.  All of those craft sound a hell of a lot like science fiction, but in reality these could be less than 20 years in the future. In fact, the Arkyd 100 LEO is slated for use before 2020.  Cheap, assembly line created spacecraft for use in prospecting throughout our solar system with the end result being water depots in space and rare-earth elements being brought to our planet.

In what really is a historic press conference, Planetary Resources outlined their mission, nothing short of asteroid mining (the basis for so many scifi stories and game elements) which will certainly change the way we as a species view space, and view the resources available off-Earth.  I was watching the press conference yesterday and I was really struck by the overall science fiction feel of our modern lives.

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Popularity: 3%

 

Seaward March 1 Day Campaign map created with Hexographer by Inkwell Ideas

I’ve wanted to run a campaign for a decade or more. That never happened because, as we may all know, of the heavy work-load to create a campaign. The campaign creator needs to do a TON of work behind the scenes to get the campaign started, keep it running, and reach a conclusion. The players have to dedicate themselves to gaming on a regular schedule, which inevitably becomes interrupted as a result of real world commitments. Further, it can be difficult to create a campaign map.

My skills in the visual graphics arena are subpar at best. For years I’ve searched for an easy to use program that would allow me to easily create a gaming map. My frustration increased whenever I read early Battlegames issues where Henry Hyde detailed his amazing maps for the Wars of the Faltenian Succession. Seeing stunning maps, of that ilk, in other gaming magazines and on the web has brought my frustration to a boiling point. More recently I sat down and created a list of what I need of a map making program. It needs to:

  • Work on Mac OS X (whatever incarnation I’m on at the time, Lion currently)
  • Be intuititive and easy to use for a n00b like myself
  • Create square or hex maps with user chosen terrain types and features such as roads, hills, cities, towns, rivers, etc.
  • Export the maps into a common image format (for inserting into the blog, printing out, etc).
  • Be affordable

Finally, I’ve found a program that fits each of those requirement. Hexographer, by Inkwell Ideas, is a cross-platform program that works on OS X and Windows. It has a free version, with some features removed, and a paid version. The program allows you to create a map of varied dimensions and then populate it with terrain features, national boundaries, population centers, place names, ports, roads, and more.

The campaign bug never fully left me. It burst to the top of my list when I read an article in Wargames Illustrated discussing how to run a one day campaign. I knew that could be a blast…if only I had a map. That’s where Hexographer comes in. I can’t say much more without giving anything away. It would be cruel, however, to leave you completely hanging. Below you will find the map I made for the campaign. Releasing it is probably a mistake. After all, participants might look at it and formulate plans. Then again, maybe this map is a ruse to throw them off the scent. Whatever the case may be, I can assure you that I made it in less than one hour using the Hexographer program.

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It looks like all that speculation about the enhanced edition of Baldur’s Gate coming to the iPad was true!

Boo can now squeak freely on your ipad

I was super excited reading this, until I noticed that the URL ended in “baldurs-gate-enhanced-edition-for-ipad-3/”.  Hmm. I have an iPad 2. That’s kind of a bummer. Still, those of you with the most modern iteration of the iPad can enjoy this game! Until Baldur’s Gate 3 is released for the iPad 4 only.

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The fourth in our series of sneak peeks in partnership with Deniath, a geek informed marketplace where 72 hour sales are announced at significant discounts. Crokinole!

Mayday’s Crokinole board retails for $150.00 but is available through this sale for $109.99.

Mayday has discontinued its prior crokinole boards and has a new and improved board now available for PREORDER. These are our best boards yet and will surely turn heads! Upgraded Mahogany Board, our best board ever! These are SHIPPING OUT in MID MARCH, just a few days away!

Includes:
-1 Full Tournament-Sized Crokinole Board
-1 Scoring Box with a scoring track for each player on top
-2 Scoring Pegs
-14 Crokinole discs in Natural Wood color (2 more than you need for the game)
-14 Crokinole discs in Black (2 more than you need for the game)
-8 Wooden pegs for the board (removable so you can replace with rubber/screw set if you wish, sold separately)
- Full-color Instruction Booklet
-Double boxed outer box for shipping/storage

Remember that you do need to be a member of Deniath to take advantage of these sales. You’ll have to either know someone who can get you an invite, or apply for membership through Deniath directly. Or, you now have until March 23rd to take advantage of our special Deniath Member drive. All you need to to is email community@deniath.com to request one. Be sure to include Troll in the Corner in the subject line and you’ll have your membership in less than a day!

 

Popularity: 2%

 

Shamelessly stolen from the Project 1999 Facebook page

A few weeks ago, I became aware through my Technical Vizier of a project called EQEmu.  Not a strange, flightless bird, but rather a reverse-engineered emulator of the popular MMORPG EverQuest.

I have to admit, on hearing this and then visiting the EQEmu site, it was love. Why? Let me delve a bit into the past.

Back in 1999, I was a fresh-faced office drone, just out of college and looking for the kind of distraction we’ve come to know as massive multiplayer online roleplaying games. A friend had been playing this new game called EverQuest and talked me into giving it a try. And I was hooked! Not in a “forget the outside world” kind of way, but I enjoyed the game very, very much. After Masters of Orion 2, this was only the second time I’d every gone head over heels for a video game.

I loved the interaction with other people, the ability to do quests, the social aspects that existed before most of the social web did, the fact that it was like Rogue but with graphics and many, many other people.  Some of my best gaming experiences were had in this game. Sadly, I got a bit burned out, especially when expansion after expansion started coming out and gave the game up for good around 2001.

Now my friend and I stood up our own EQEmu server, and after digging out our old EverQuest Titanium installs, were able to get up and running! Everything was there again! There it was! The world of EQ as we remembered it… almost.  What was missing was the interaction.

That’s when we discovered Project 1999 – the largest EQEmu servers available to the public, with the mission to keep things as they were in Everquest classic.  This really hit our sweet spot -back in the game we loved as it was when we loved it most, and doing this with a thousand other folks at the same time.  Surely not as busy as the EQ servers were back in ’99 but still more than enough to have people in every zone, characters of every level and class.

I’m loving it! For the first time in a long time, I eagerly await the time I’ve been able to set aside to play video games. In fact, I’m now eagerly setting aside time rather than doing something else. Everything that I enjoyed about the original game is right here, in all it’s 1999 glory.

The folks at Project 1999 have a great getting started guide that’s very easy to follow. Probably the hardest thing you’ll have to do is dig up an older copy of the client software from somewhere. Once you’ve gotten that though, the rest is a breeze. I was up and running on Project1999 in 20 minutes, and that’s including the 10 minutes it took to install the client software.

If you’re even slightly nostalgic for the experience that was Everquest in its early glory, I can’t recommend doing this highly enough! I’ve started several characters so far and am still fairly low level, due to the limited time I can play. I can tell you that everyone I’ve bumped into in the game has been very friendly and helpful! If you get yourself into this, keep a lookout for my Druid, Toetagger and my buddy’s Monk, Elthar.

Special thanks to Slave – it’s never easy being the one who knows all the right words.

Popularity: 4%

 

Over the past year, my gaming habits have been slowly gravitating towards board games. I still love my RPGs and will never stop playing or designing them, but board games represent an instant (if you count a 6 hour game of Talisman instant) gaming satisfaction. I’ve decided to shift my focus for a bit on the posts I’ll be writing here. Over the next month or so, I’ll be reviewing a whole bunch of board games (and other tabletop but not mini or RPG games) released over the past year or so.

I already have a number of them lined up and ready to go with my regular group! These include, but aren’t limited to:

And perhaps a few more I haven’ t listed here. Some of these games I have in my possession right now, others will be arriving shortly. Be on the lookout for these reviews, I’ll get as in depth and up close to the games as I can!

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Last weekend at Total Confusion I finally got a chance to sit down and game with my buddy Jay Libby. Jay’s not only a great guy, but he’s part of Dilly Green Bean Games and created G-Core!

G-core is what we played. To be specific, I played Deathshead II in an alternate future adventure which featured Dr. Doom, Spidey, Wolverine and myself, all on the same team, beating down Sentinels. It was a lot of fun, and that, right there is where I got sold on the system.

G-Core is available right now through DriveThruRPG and I’m going to give you a quick rundown of the game and a number of reasons why you should really consider picking it up.

G-core is “a simple set of rules for use in any genre. Spawned and updated for the modern gamer, G-Core roots come from the original Marvel™ Superheroes Role-Playing Game or more famously known as FASERIP. This ISN’T the original FASERIP nor is it a product of Marvel Comics, but it is 99% compatible with it.

To start off, the G-core book weighs in at 57 pages. That’s all you’ll need for a complete gaming experience, from character creation through all the rules and in-game examples of how to play. It’s a tight system designed to get you up and gaming as quickly as possible.

G-core: The Super Hero Roleplaying System

I’ll start with the price. At $2.25 you have before you an entire RPG at the cost of an impulse buy. I can sacrifice one cup of coffee today and have months worth of entertainment, and that’s something you can’t beat with a stick.

The mechanics of the game are very simple, using just one d10 to resolve all rolls. With just a touch of math, anyone can play, which makes this ideal for kids or people who don’t have much gaming experience.  This makes it a very fast system as well. Character generation happens quickly and the group is free to jump right into the game. Here’s an example (PDF) of character creation.

Everything you need to play this is included in the 57 page PDF. Should you want more, there are a ton of freebies available for G-Core online. So you not only get the game for just over two bucks, but hundreds of pages of extras, additional rules, NPCs and any new errata that appears in between editions. If you’re looking for more material, there’s also a bevy of PDFs available for anywhere between $1 and $5.

If you have some older FASERIP materials hanging around, or would like to access any of the online material it can very easily be converted into the G-core system.

Jay is an incredibly accessible person. If you have a question or suggestion, he’s fast to act on it and is more than willing to update G-core when a good suggestion comes his way. He’s also very passionate about his games. He truly loves the hobby and creating, which shows in all of the freebies available for this system.

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