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Children of Fire

Originally Published July 14th, 2000

When you think about the typical roleplaying game made available over the internet for free, the thing that springs to mind is that it is, above all else, free. Because there is no serious investment necessary to present the material to us, we see a cascade of secondary effects as the standard norm: Poor presentation. Poor artwork. Questionable system design. Lots of rehashed ideas. Little research. Less development. No support.

If we wanted to generalize a little more we’d note that most freebies are one-man shows, and, thus, even if something stands out for some reason, it will usually never stand out in more ways than one or two. You might get a good artist, but what are the odds of them also being a good writer? And if they happen to be both, how likely is it they’re going to be good at system design, too?

So the odds are against you when you start surfing around looking through these freebies. But there are a lot of diamonds out there – and not all of them are in the rough. What you need is a little guidance to point you in the right direction…

Which brings us to Children of Fire.

The first thing you’ll notice when you go to the webpage are the lavish illustrations which accompany the text. While lacking substantial content, the richness of visual design which supports the skillfully utilitarian lay-out of text and information not only supplements the writing (while not overpowering it or distracting from it), but also lets us begin checking things off of our mental checklist: Good presentation. Strong artwork.

Is there anything lying beneath this visual feast, though? Or are we looking at a shiny apple with a rotten core?

The central concept of Children of Fire is that the PCs are angels (the children of fire) sent to Earth to protect humanity (the children of clay) — both from itself, and from other supernatural forces (including the obvious fallen angels, but also the Grigori, the Anakim, the Nephilim, and human Sorcerers). This is territory which has been well-covered before, so the key question really becomes whether or not Children of Fire succeeds at bringing anything new to the arena: It does.

The problem a game of angels has is that, when you get right down to it, angels – as they are understood today in popular culture – are simply not interesting characters to play. An interesting character is a flawed character – a character who has to struggle against themselves as much as an exterior foe. Angels, on the other hand, are perceived as perfect beings who wander the universe doing nothing but good. Thus a typical game of this nature will have players taking on the roles of lost or even fallen angels, or it will “modernize” the angels by sullying them in one way or another.

Ironically, Children of Fire avoids the problems which typically lead to “modernization” by simply turning back the hands on the clock. Instead of adopting the cliches of today, CoF opts to base its setting on the rich mythology which was understood in ages past, but which has been lost in the gloss of the 20th century. Backed up with an array of solid research, Erich Wambach (the author) succeeds at bringing a very different look to some familiar territory. The nine choirs are flawed creations, but even in their imperfection they are viewed with awe and fear by the bulk of humanity.

So, we have some fresh ideas which are backed up with strong research. We can knock a couple more slots off of our checklist. What about system design?

Children of Fire uses a simple, relatively loose, set of rules based around a fairly standard 2d10 mechanic (roll the dice, add a score from the character sheet, compare to a difficulty number set by the nature of the task and the GM). This is a good fit for the material, amply covering the broad nature of angelic abilities.

Character creation is a ten step program, but focuses primarily on the assignation of points to various Aspects (Knowledge, Understanding, Power, Vigor, and Glory – which are roughly equivalent to Attributes in most games) and Virtues (Justice, Prudence, Temperance, and Fortitude – which are a mapping of the angel’s moral make-up). This entire system, while bearing semblance to a typical set of character creation rules, actually emphasizes the utterly alien nature of angels. The fact that angels are quantified in ways which are completely different from the ways in which humans are quantified is a subtle, but powerful, game design tool.

Those are the strengths. Now, what are the weaknesses? The primary failing of Children of Fire is a lack of depth. There are only sixty pages of material in the basic book and certain elements of the background material read more as introductory pamphlets, rather than a solid tour guide. On the other hand, Children of Fire is receiving continuing support (a supplement, Children of Clay, is already available) – and I expect to see the setting appropriately fleshed out. This wouldn’t be acceptable if I had paid $20 or $30 for Children of Fire, but I didn’t – and the free nature of Children of Fire allows its creators to take an approach that wouldn’t work under different circumstances.

There are also some flaws in the general presentation of the material. Although the website itself is graphically rich, the PDF file available for download is not (I would have preferred the option of downloading a larger PDF which contained the graphics). Proofreading is sadly lacking and the text is replete with typos, homonyms, and other errors (for example, the book can’t quite figure out whether it wants 250,000,000 angels or 250,000 angels). The prose intermittently becomes stilted and awkward, a problem compounded by the occasionally condescending and annoyingly self-righteous implications of “this is the way you’re supposed to game”.

Those problems aside, Children of Fire is definitely worth taking the time to check out: A simple, effective system coupled to a setting replete with possibility.

Writers: Erich Wambach
Publisher: Methods in the Madness
Price: Free!
Page Count: 60

This review was written as part of a pitch to Pyramid Magazine to publish a review column focused on free RPGs available online. (Back in 2000, I was trying really hard to land a regular column gig for one of the RPG magazines because it would’ve given me a reliable income for paying rent.) At the time, these free RPGs were still something of a novelty: GMs who’d been running their homebrewed systems could suddenly use the World Wide Web to share them with the world, and they did! I thought this was incredibly cool and downloaded literally hundreds of them. I also thought it was a shame that so many of them were basically unknown and that it would be great to shine a spotlight on them.

Pyramid bought the review, but weren’t sold on the idea of a dedicated column. C’est la vie.

DriveThruRPG and RPGNow largely brought an end to the wild west of free RPGs, with creators these days mostly preferring to make PDF versions of their games available for sale instead.

Children of Fire remained available online until just a couple years ago, but can still be found on the Internet Archive. While poking around to see if the game had a modern home on the ‘net, discovered that Wambach published a board game with the same name back in 2005.

Suppressed Transmissions 2: The Second Broadcast

Originally Written July 2001

For nearly three years now, Kenneth Hite has been writing Suppressed Transmissions – a column which can be found, each and every week, in the digital pages of Pyramid Magazine.

For those of you unfamiliar with the column, I find it almost impossible to explain the experience: Hite takes a plethora of historical fact, teases it out with imaginative alternatives, spices it with every possible nuance of conspiracy, stirs in a bit of secret history, adds a touch of horror, and creates a potent brew. Each and every one of these columns – grouped about a particular idea (Jack the Ripper, Joan of Arc, the Knights Templer, Crystal Skuills, etc.) – contains half a dozen ideas. Each of these ideas could provide weeks of campaigning, and are possessed of a singular stamp of quality.

But that description alone does not do justice to the true brilliance which is churned out – week after week – by this remarkable man. Hite is not only preeminently creative, he is steeped in knowledge which boggles the mind – and the interstice between the two which is Suppressed Transmissions – defies any expectation I could hope to create in your minds.

In short: A better wellspring of ideas you will not find.

The book being reviewed here is the second collection of these superb columns – covering the period from April 1999 to March 2000, with columns grouped together by common theme (Alternate History; Enigmatic Explanations; Men, Myths, and Monsters; Peculiar Places; and Clashing Symbols). However, as many of you probably already know, all of these columns can already be accessed (along with the rest of Pyramid’s archive) by subscribing to the magazine for $15 a year. So why would you spend $20 buying this collection (or the first one)?

Because Ken Hite is even smarter than I thought. Suppressed Transmissions 2 uses the standard SJG format – main text supplemented by a sidebar on every page. And each and every sidebar – on each and every page – is crammed to the gills with copious footnotes. For this collection, Hite has copiously gone back into each and every column and supplemented it with additional research, interesting digressions, and interconnections.

This material is invaluable, and represents an incredible value.

So, by all means, subscribe to Pyramid and check the column out first. But if you are as captivated with it as everyone else who has ever read it, then you’re going to want to track down these collected volumes as soon as possible.

In short, again: Suppressed Transmissions is essential for any GM’s library.

Grade: A+

Like my review of Hera & Zeus, this was originally written for Games Unplugged magazine, but I can’t find any record of it actually being published despite, if I recall correctly, having a review copy supplied by the magazine. Based on its length, I believe this review would have been originally intended for Games Unplugged‘s webzine rather than the print magazine.

I had completely forgotten writing this review when I wrote a new review of both Suppressed Transmission volumes back in 2023. Unsurprisingly, neither my opinion of the book nor my superlatives were much altered, but it’s still interesting comparing both reviews, written with more than decades between them.

Hera & Zeus - Richard Borg

Originally Written June 2000

Hera & Zeus is a two-person card game designed by Richard Borg, who won the coveted Spiel des Jahres in 1993 for Bluff. The title of the game should be a highly suggestive give-away of the concept which is being put into play: Hera and Zeus are feuding, and this time things have gotten serious – hostages have been taken, and the Gods, Demigods, and Heroes have divided their loyalties between them.

Each player receives a specialized deck: One for Hera and one for Zeus. Both decks are functionally identical, although there is a degree of customization in terms of the fluff text which surrounds each card’s functionality. (For example, Hera’s player has Artemis and their Attack 6 cards, while Zeus’ player has Apollo for their Attack 6 cards.)

Play proceeds in turns, with a set of elegantly designed mechanics guiding each player as they commit their forces to a tightly defined playing field. These forces challenge each other, with each player attempting to accomplish one of two goals: Either wiping out of the other player’s forces (by clearing all of his cards off the playing field), or rescuing their designated hostage in a Stratego-esque fashion by challenging the concealed hostage card (Zeus holds Argus hostage, while Hera holds Io).

The simple-yet-dynamic basic mechanics of the game are given an added luster through the use of special Mythology Cards which possess special powers. For example, challenging a Medusa card with anything other than an Amazon or Hero causes you to defeat yourself. Borg has crafted a set of rules which allow for a number of successful strategies – which is always a sign that a game is not only enjoyable in the short term, but is possessed of an endurance which will make it enjoyable time and time again.

My only quibble with an otherwise excellent design is the decision to print the special rules for the mythology cards on two reference cards (one for each player), rather than directly on the cards themselves. On the other hand, by keeping the cards clear of all but the most basic reference text, the package is far more attractive and appealing – and the special rules are simple and few enough that you quickly assimilate them with ease.

Hera & Zeus comes highly recommended by this reviewer.

Components: Two decks of cards; two wooden counters; two reference cards; rulebook

 Grade: A-

This review was originally written for Games Unplugged, but I can’t find any record of it actually being published. So this may be the first time anyone has had the chance to read it.

Back around the time this was written, I used to play a lot of two-player board games. My ex-girlfriend and I would play them, and I had several other friends I would also get together and play with this. I remember this one being a lot of fun and it did, as I wrote in the review, have a lot of rewarding replayability. It’s been years and years now since I took it off the shelf, but that’s largely because I don’t play two-player board games any more: My wife and I spend our one-on-one time on other activities, largely because a lot of our other social time is spent playing other board games in larger groups.

D&D - Forgotten Realms: Into the Dragon's Lair (Wizards of the Coast)

Originally Published in Games Unplugged Webzine – May 1st, 2001

Warning: This review will contain spoilers for Into the Dragon’s Lair. Players who may end up playing in this module are encouraged to stop reading now. Proceed at your own risk.

Into the Dragon’s Lair is a 96-page module, written by Sean K. Reynolds and Steve Miller, inspired by and designed around the events detailed in the Forgotten Realms novel Death of the Dragon by Ed Greenwood and Troy Denning.

The plot goes something like this: Cormyr was laid waste and her king slain by a dragon who has an ancient blood grudge against the royal line. During the fighting which followed the dragon was killed. (That’s what happened in the novel – and it’s all summarized for the DM at the front of the module.) The PCs are asked to track down the dragon’s lair and liberate the treasure to be found there for the good of Cormyr. (I would have liked to see a few alternate adventure hooks, including the self-obvious: “We’re adventurers, we’ve heard about abandoned treasure, and we’re off to get it.”) Of course, the PCs are not alone in their hunt for the treasure – they’re in a race against time against a half dozen other adventurers and adventuring parties (although it would have been nice if the adventure had been designed so that they could actually lose the race).

The adventure basically breaks into three major sections at this point: First, the PCs need to travel cross country to the dragon’s lair. When they penetrate the lair they will discover its secret: The dragon’s orcish thralls are actually the inhabitants of a demi-plane and the dragon herself exists in a pocket dimension outside of that pocket dimension. The PCs need to work or fight their way through the demi-plane of orcs in order to find the entrance to the dragon’s pocket dimension. The dragon’s pocket dimension is inhabited by evil elves who had sworn loyalty to the dragon. Once they’ve liberated the treasure (if they can do successfully), they have to find some way to transport it back to Cormyr.

There are a couple of really nice features to this product: First, Reynolds and Miller have made sure that it remains accessible – even for those Forgotten Realms players who aren’t familiar with the novel which provides the background out of which this adventure is constructed. (Including me.) Second, the whole structure of competing with other adventuring parties for the deserted dragon’s horde is really cool – and carried out with relatively few flaws. Finally, the entire adventure has an epic quality – which is not only nice to see, but surprising given that the adventure has a novel as its basis for existence: All too often, novel-based adventures are just linear railroads where the players are forced to pantomime the actions of the original protagonists.

There are also some rather unfortunate flaws in this product: First, the map on page 26 (which shows how the PCs get to the dragon’s lair) has misplaced the location of the ambush so that it doesn’t match the description in the text. Second, there are quite a few elements in Into the Dragon’s Lair which are brought up and then never capitalized on – orcish politics, a mysterious valley of fog, some of the interactions with the other parties. In other areas, plot threads are simply left dangling without resolution or explanation. Executing on these would have made the difference between a good module and an excellent one.

If the premise of Into the Dragon’s Lair has you interested, you should definitely check it out – it delivers. If the only reason you’ve been holding back on it is because you’re (understandably) leery of novel tie-ins, then definitely check it out because they’ve avoided all the pitfalls with this one.

But there’s nothing here which is going to make this a “must-have, instant classic”. It’s a good idea, with above average execution, and its definitely worth the cover charge. Beyond that, your own judgment must reign.

Grade: B

Writers: Sean K. Reynolds and Steve Miller
Publisher: Wizards of the Coast
Price: $17.95
Page Count: 96
ISBN: 0-7869-1634-6
Product Code: TSR11634

This is an oft-overlooked adventure from the very earliest days of D&D 3rd Edition. If I recall correctly, it was actually the second official adventure published by Wizards of the Coast, actually predating The Forge of Fury, but no one really paid any attention to it for some reason. I only ended up reading it because I got a review copy, and I’ve just discovered that it’s actually missing from the Wikipedia article listing all official D&D adventures (although I’m sure someone will fix that shortly).

Part of the problem was likely that it was a 10th-level adventure released within just a few weeks of D&D 3rd Edition being released, so it’s unlikely anyone had a group leveled up and ready to play this when it released.

In truth, though, I also have no memory of the adventure itself at this point. I wonder if, in light of of the Race to the Prize scenario structure, I would still be impressed by its handling of the rival adventuring teams?

Cosmic Encounters (Avalon Hill)

Originally Published in Games Unplugged – March 2001

The latest release of Cosmic Encounter by Avalon Hill marks roughly the third incarnation of this game (depending on how one counts such things). Originally developed by Eon Games it was subsequently distributed briefly by West End Games and Games Workshop before ending up with Mayfair Games, and then disappearing with that company’s demise a few years back.

Despite its somewhat rocky history, the game has established itself as a classic – arguably the best boardgame ever designed.

The concept: You play an alien race which is attempting to invade the home worlds of the other players and establish colonies there. You do so by sending ships from your homeworlds to attack the homeworlds of other players. You can also ally (and have other players ally with you) during these attacks. The more ships you risk on attacks, the fewer you have to defend your own planets.

The catch: Each alien race has a special power – allowing them to break the rules of the game in a specific fashion. This simple twist gives rise to a complex variety in the strategic and tactical gameplay of Cosmic Encounter – all arising out of a simple, elegant set of rules. Cosmic Encounter is easy to learn, but you will most likely never discover all of its subtleties.

The beauty: This latest version of Cosmic Encounter is simply beautiful. The gameplay, which has always been rock solid, has been coupled with some absolutely gorgeous physical design.

Some reservations: This basic set only supports four players and twenty alien powers (compared with the Mayfair version, which supported six players out of the box and forty-eight alien powers). That being said, Cosmic Encounter has always been a game which invites the possibility of expansion – not just for including more players, but also new aliens, new powers, and new rules. Indeed, the original Eon Games version had nine expansion sets, while the Mayfair Games version had two. Based on my conversations with Peter Olotke and his son at GenCon this year, it is apparent that Avalon Hill has plans to release expansion sets in the future. So keep an eye out for those.

My only other reservation as far as Cosmic Encounter goes is this: There is a large piece of plastic in this game called the Mothership which you use to transport your offensive ships. After some reflection, I concluded that this large piece of plastic is not only unnecessary – it’s cumbersome. You are far better off leaving it in the box and simply using your Carriers – which are designed for carrying your allying ships – for both attacks and allying. Doing so simplified and sped up gameplay in my experience. As complaints go, of course, this one is fairly minor.

The verdict: Cosmic Encounter is a classic, and this version could easily become its greatest incarnation. Whether you’re a new player or old, you should definitely check this one out.

Grade: A+

Authors: Bill Eberle, Jack Kittredge, Bill Norton, and Peter Olotka
Company: Avalon Hill/Hasbro
Price: $40.00

The current edition of Cosmic Encounters is published by Fantasy Flight Games. It remains a classic. I still love the aesthetics of the Avalon Hill edition, although a haze of nostalgia and the memories of many great game nights with friends and family may be coloring that assessment, but there’s little question that the FFG version is superior, including more alien options out of the box, plus a plethora of expansions.

Truth be told, though, I haven’t played Cosmic Encounters in years. I still think it’s a ton of fun, but it seems to be pretty easily get edged out by other options these days.

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