Well old news really, for the moment let us look back upon D&D and how it has been viewed by the outside world and within. BBC article on D&D . Millions have role played, and it looks to grow in the future, however somewhat changed.
Book Reviews
CHILDREN OF THE RUNES From ARCANA UNEARTHED Anthology Stories by Monte Cook, Ed Greenwood, Jeff Grubb & more. Malhavoc Press, through White Wolf.
ARCANA UNEARTHED is a Malhavok Press game release and campaign setting. This book has events that take place within the setting. It used to be that game tie ins are an after affair or a work that gives the player the opportunity to see the gaming campaign world through new eyes. As such they are often perceived by non game playing fans as being limited in both appeal, and in their own ability to understand the events therein. This is the anti game tie in book, it contains 13 new stories, all unique that explain the tattoo runes that mark and empower the Children of the Runes. Beyond that, there are secrets found in this volume that should affect your gameplay. The Children of the Rune are not like us, and in their epic lives this you see the temptations and depth of character with the Children of the rune. Their works benefit human kind and they act where there is little moral certainty. They inhabit the dark, but bring events to an end in ways that normal folk marvel upon. While Monte Cook’s contributions to this anthology are particularly good (as game designer they should be) my fave came from designer of TSR products long past, Jeff Grubb, the whole of the product is readable for the non-player, and filled with deeper implications for those who adventure in the settings.
Weapons Of Mass Destruction – Flying Buffalo Games $19.95
Right off the bat you should be made aware that this game is named for those pesky Weapons of Mass Destruction (WMD) that the US and coalition partners may or may not have gone to war over in Iraq. This is satire, and dark satire at that. I do not hereby suggest that the premise for WMD is a happy idea, but once you realize that it is a game and not a political statement you are likely to find yourself amused by its content.
This is an expansion to Flying Buffalo’s classic game Nuclear War, however it may be played in a stand-alone format. The two games share nearly the same gameplay mechanics but one game is a larger event, the other somewhat more streamlined. Nuclear War is a card game that involves the strategies surrounding how to defeat all the other players, who represent world powers. Strategies generally fall into two categories, strategic and tactical. That is, what do you do to win on the small view, and what do you do to win in the grand scheme. Then you must decide to act overtly or covertly, through outright action (use the WMDs) or subterfuge (propaganda). However, since you have to place your cards for strategy (representing your executive decisions) into play before they “go active”, you must anticipate all of possible moves of others in your decisions. As you win by being the last player standing, this does evoke a dark reality, and it is not a pleasant thought.
As an expansion set for Nuclear War this product features special and secret cards, various new weapon cards, and new anti-missile systems. The new secret cards and propaganda cards are all well done improvements to the whole system and should update the game, with comments from the last 4 years worth of world events... WMDs are out there you simply need to look.
WMD is a solid product standing on its own. If you have not played the par