Tag Archives: games

Catan Con 2015!

Board game fans in the Nashville area were given a grand treat this April when Mayfair Games celebrated the first ever Catan Day at Catan Con 2015! For those of you who don’t know, Settlers of Catan made its debut 20 years ago, and has since gone on to be quite the sensation both in its native Germany and on this side of the Atlantic. Sporting a system that anyone can pick up and play while still boasting enough complexity to reward skill and strategic thinking, Catan has spent the last two decades gaining a devout following of fans that will stop at nothing in their high-stake wood-for-sheep trades. As a fan myself, I was very excited to get the chance to meet fellow enthusiasts and roll some dice at Catan Con.

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MTAC 2015: ‘Shadow of the Demon Lord’ Panel with Creator Robert J. Schwalb

The Middle Tennessee Anime Convention is in full swing this weekend, and Outright Geekery was there covering all of the cosplayers, news, and panels from the show.

After finishing a wildly successful Kickstarter campaign, Robert J. Schwalb’s table-top RPG ‘Shadow of the Demon Lord’ is  set to hit store shelves very soon. But, before you get your hands on the game itself, we’ve got you chance to learn everything you need to know about this upcoming RPG directly from the creator himself. Continue reading MTAC 2015: ‘Shadow of the Demon Lord’ Panel with Creator Robert J. Schwalb

This Text Adventure Game Based on INTERSTELLAR Is The Perfect Friday Time Waster

Go ahead and take a break. You know you deserve it. And the perfect time waster is this text adventure video game based on Sony’s sci-fi space film ‘INTERSTELLAR’. It brings me back to my earliest gaming moments, and it’s pretty damned fun.

Oh, and INTERSTELLAR comes out on Blu-Ray and DVD this month! Continue reading This Text Adventure Game Based on INTERSTELLAR Is The Perfect Friday Time Waster

IDW To Release Tabletop and Card Games Based on ‘Orphan Black’

On the heels of Orphan Black #1 being announced as February’s top-selling comic, today IDW announced it would release a series of Orphan Black tabletop games. Up first will be a deductive card game scheduled to be in stores this summer. The games will feature characters from the hit show and will further enrich the tension and unpredictability fans have experienced through the first two seasons. Orphan Black returns to BBC AMERICA for a highly anticipated third season on April 18th at 9:00pm ET, with the season premiere also airing across all AMC networks channels – AMC, IFC, SundanceTV, and WE tv in the U.S. and across Bell Media’s Space, Bravo, CTV, and MTV channels in Canada.

IDW Games Bringing ‘Fire & Axe’ Back to Game Tables



idw-games-logoIDW Games and Pandasaurus Games announced today that Fire & Axe will land in game stores this May. Fire & Axe pits players as Viking warriors, racing to pillage, plunder, and conquer their way across Europe in an effort to bring glory to their clans. Fire & Axe has long been out of print, and has developed a cult-like status in the marketplace, this new edition features updated art and more than 90 brand-new sculpted miniatures, including exclusive minis that will only be available by pre-ordering this title. Continue reading IDW Games Bringing ‘Fire & Axe’ Back to Game Tables

Card Game Based on ‘Chew’ Comes with Issue #1 Variant


idw-games-logoToday, IDW Games announced the official release date for the first in a series of CHEW tabletop games. CHEW: Cases of the FDA will be available in May of 2015. This fast-paced, high-laughs card game features art by Rob Guillory, including a brand-new box cover, as well as text by CHEW creator and writer, John Layman. IDW Games tapped designer Kevin Wilson (Descent, X-Files, Arkham Horror) to create an appropriately over-the-top card game worthy of the CHEW name.
Continue reading Card Game Based on ‘Chew’ Comes with Issue #1 Variant

The New Dungeons & Dragons Details and Release Dates

Dungeons and Dragons 2014 LogoWe knew it was coming since 2012 when Wizards of the Coast announced a new version of the venerable RPG was in development. The folks at Wizards also said it would take about two years for the new version to be done and, guess what?, it’s been two years! We have a rundown of the products being offered as a part of this new release, and while we have almost no details on how the new rules will actually play, we have a ton of info on what you will be paying to give this new RPG a roll.


Like I said, this new version has been in dev for a couple of years, and Wizards really reached out to the fans with this one after the marketing mess that was 4th Edition. Fans were promised something new with this version, namely, a combination of the best parts of the old stuff. Now, establishing a definable set of “best parts” from a 40 year old game with at least 4 distinct versions (depending who you ask) is by no means an easy undertaking, but Wizards of the Coast, in a wonderful marketing ploy, put this standard testing in the hands of the gamers themselves. An unheard of amount of game testing went into this new version of Dungeons & Dragons, and while we have hardly any details at all on the actual mechanics of the game, we do know more than we did. What was once known as “Dungeons and Dragons: NEXT” and also as “Dungeons & Dragons: 5th Edition” will now be known simply as “Dungeons & Dragons”, but, honestly, look for gamers to refer to this as 5th Edition, 5E, and maybe even “The New One” before anything that could possibly tarnish the reputation of Gary Gygax. Wizards is being very deliberate with their releases in this version, but there’s definitely a method to their strategy, and it’s one of easing gamers, both new and old, into a new age of pen and paper role-playing games.

Starter Set

Starter Set 2014On July 15th, gamers will have the chance to buy the Dungeons & Dragons Starter Set: Fantasy Roleplaying Fundamentals, a slimmed down, summary version of the core rulebooks, for $19.99 retail. The set includes some rules (but not all the rules, of course), a starter adventure, 5 pre-generated characters, and a set of dice. Everything a group needs to sink their teeth into the new rules-set, without much of an investment at all. 4 or 5 buds throwing in 4 of 5 bucks a piece can get a whole group up to level 5, and that’s more than the average character level for almost every RPG I’ve ever played. This is a great way to get your feet wet, give the new version a go, and not break the bank. The bank breaking comes once you decide to buy the core rulebooks.

Player’s Handbook

Players HandbookWizards of the Coast isn’t changing the way they deliver this new version at all, and the traditional core rulebooks are all here. On August 19th, just in time for the grand-daddy of all gaming conventions Gencon, the new Player’s Handbook will be available. Checking in at 320 pages, the Player’s Handbook has all the rules players need for character creation, spell selection, equipment, combat, exploration, and everything else the would-be adventurer needs to save the world. But this is not a small investment. At a $49.95 retail price, Wizards is putting your money where their mouths are, and this is going to have to be one hell of a version for the old-school gamers to leave their version of choice (3.5), or for newbies to jump in.

Hoard of the Dragon Queen Adventure

Releasing on August 19th, and weighing in at 96 pages, this new version of D&D gets its first adventure module, and it’s the first of a two-parter.

Fight the War Against Draconic Oppression in this Adventure for the World’s Greatest Roleplaying Game

In an audacious bid for power the Cult of the Hoard of the Dragon QueenDragon, along with its dragon allies and the Red Wizards of Thay, seek to bring Tiamat from her prison in the Nine Hells to Faerun. To this end, they are sweeping from town to town, laying waste to all those who oppose them and gathering a hoard of riches for their dread queen. The threat of annihilation has become so dire that groups as disparate as the Harpers and Zhentarim are banding together in the fight against the cult. Never before has the need for heroes been so desperate.

Hoard of the Dragon Queen will sell for $29.95.

Monster Manual

Monster ManualBy far my favorite of all the core rulebooks (mostly because of so many pretty pictures), the Monster Manual is an essential resource for any Dungeon Master worth his weight in gold pieces. Mind Flayers, Beholders, Giants, Dragons, of course, and all sorts of other fiendish beasts fill the pages of this tome. Wizards promises that they have taken only the best and most vicious beasts from the storied history of this game, but I’ll bet my newest henchman’s left hand that at least a few fan-favorites will be missing from the menagerie.

What we don’t yet know is how the rules for this new format will impact these creatures gamers have grown to adore and fear. Tons of baddies to beat on is great, but not if the mechanics used to do the beating aren’t fun. Only time will tell, and the proof is in the pudding. We’ll be able to taste that pudding on September 30th, when the 320 page MonMan releases. But that taste will cost you $49.95 retail.

The Rise of Tiamat

October 21st sees the release of part two of Wizards first adventure module, The Rise of The Rise of TiamatTiamat, a 96 page module continuing the adventure of the Hoard of the Dragon Queen adventure. It checks in at $29.95 retail.

The Cult of the Dragon leads the charge in an unholy crusade to bring Tiamat back to the Realms, and the situation grows more perilous for good people with each passing moment. The battle becomes increasingly political as opportunities to gather allies and gain advantage present themselves. From Waterdeep to the Sea of Moving Ice to Thay, it is a race against Evil. Succeed or succumb to the oppression of draconic tyranny. Win or lose, things will never be the same again.

Dungeon Master’s Guide

DM's GuideNovember 19th sees the release of the 3rd core rulebook, the Dungeon Master’s Guide, and it seems Wizards is making a statement with these staggered releases. 3 months between the release of the Player’s Handbook and the DM’s Guide suggests that Wizards of the Coast is really looking to push the adventuring modules as a way for players to truly understand the mechanics of the new version of D&D, but could also mean that the publisher is worried that too much of a good thing too soon may lead to confusion and bad press in the early going of the game. Getting “hold your hand” modules out in front of the no holds barred tactics the DM’s Guide presumes, may help Wizards control the news that goes to press. In a less sinister track of thought, I’m sure Wizards simply wants a smooth transition, and holding players’ hands via modules is a great way to do that. 320 pages, and a $49.95 cover price keeps with the trend, however. Man, I hate to be a Dungeon Master on a budget come November.

And the Rest

We’ll see a DM Screen release in January 2015, as well as July release of Miniature sets and blind booster packs to coincide with the Tyranny of Dragons two-part adventure module release. So, everything you need to play this two-part module will be available for some Summer dice-chucking. No price set on the DM Screen as of right now, but starter and booster sets of minis run $19.99 retail, and individual miniatures are bound to show up on the interweb auctions soon after release.

The Verdict

They say you learn more from your mistakes than you do from your successes, and, if that is indeed the case, the launch of Dungeons & Dragons 4th Edition by Wizards of the Coast should have made for a great learning experience. There’s a formulaic methodology in the works with the release of this new version of the 40 year old RPG, and it’s apparent that Wizards has a plan in place with the new Dungeons & Dragons release. This stirs a lot of confidence that this new version will not suck, but marketing ploys and staggered release strategies do not automatically equate to a solid game. We’ll have to wait until July 15th and the release of the Starter Set to get a true feel of just how good or bad Dungeons & Dragons will be, but, good news, Amazon already has these sets available for pre-order at a great discount rate. Clear you schedules, gamers, call dibs on the pre-gen character of you choice, dice throwers, and get your group ready, Role-players, because D&D is back, and it’s going to be an interesting ride.

Look for a full review of the Starter Set, and all of these other products, as soon as the Outright Geekery Crew gets their grubby little hands on them.

D&D New Logo

Outright News: VOID Tabletop RPG Preview

VOID LogoWe’re not a large operation over here at Outright Geekery. Just a group of passionate and dedicated geeks wanting to share our creativity with the world. So, when I ran across a similar group of passionate geeks with their own unique and creative vision, I was immediately drawn to, and intrigued by, the development of the VOID Tabletop Role-playing Game. So much so, in fact, that I felt compelled to share this new and innovative take on the pen and paper RPG.

What is VOID?

VOID is a tabletop role-playing game, like Dungeons & Dragons or Pathfinder, currently in development. While the game is still currently being edited, the CORE Rulebooks are completed, with full game mechanics and a robust and detailed fantasy world already established. The creators of this game have spent years working on VOID, and they are finally ready to take their project to the next level.

What Makes VOID Different?

With so many pen and paper role-playing games currently on the market, the creators of VOID knew they needed to do more than just a cookie-cutter job on their product. And that was their point! They wanted deeper characters, more flexibility, and a more realistic combat system. And that is exactly what is being delivered! VOID does away with traditional character classes in favor of a less restrictive system that gives players opportunities to combine might, magic, sneaking and any other build direction imaginable. Players aren’t stuck on a single character path, and they don’t have to waste precious character levels on otherwise worthless options just to get that single desired perk. Additionally, VOID changes the game with its combat mechanics, does away with a lot of the turn-based style of “traditional” PnP RPGs, offering many actions available for players even when it’s not “their turn”. VOID also changes up the stereotypical elf, dwarf, and other races, promising something completely new and different.

VOID FlyerI know what you’re saying. “This is great, Gaumer, but we’ve heard it all before! Why the confidence in a game you haven’t even played?” I have confidence in VOID for one reason and one reason only: The creators of this game are passionate gamers! They’ve been working on VOID for over a decade, and they just love to play games. They created VOID in order to overcome the limitations they identified in other games, and if their creation wasn’t different and better in some way they wouldn’t be taking their wares to the public with a Kickstarter Campaign.

Why the Kickstarter Campaign?

If their product is so good, why do they need any funding besides sales? Good question, and the answer is: They really don’t! VOID’s Kickstarter Campaign is an attempt to fund the free release of the VOID Core Rulebook. That’s right! They want to give VOID away! But, they also want to give players the best product they can, and that means illustrations for the Monsters and other scenes, as well as the Amazon and Kickstarter funding itself. Additionally, while a PDF version of a role-playing guidebook is great, there’s nothing like having a quality paper tome to reference, and that stuff isn’t free. They’re offering some great and affordable rewards, too, so give them some attention and, if you can, become a backer.

The Verdict

This isn’t a review of VOID Tabletop Role-playing Game, it’s a preview, and I honestly know nothing about how the game actually plays once a group sits around a table and starts rolling dice and such. This is, however, a shining vote of confidence for a product that is still quite early in its evolution. Everything the VOID Team is doing – From the insightful changes, to the world-building, to their recently launched Kickstarter Campaign – stinks of unequaled passion for the entire genre of pen and paper role-playing games, leading me to strongly believe that VOID is going to be a fun and innovative take on a genre of games that has staled over the years. VOID is a game to watch out for, and now is a great time to jump on-board early in the entire process.

VOID World Map

More games like “Gone Home,” please!

Anyone can easily point out a video game in the traditional sense. Mario, Sonic, Halo, Call of Duty etc. Those are video games as most people know it, completely interactive with the player. Games tell stories of struggle, triumph and even loss. This past generation of games has brought us many experiences, some of which I might have a hard time calling a video game.

I recently played The Stanley Parable. It is a “game” per se, immersing the player in an environment, giving them objectives and reasons to play. Though, after playing for a few minutes, I knew this was a different kind of experience. One much like Dear Ester. So what was I playing if I wasn’t a video game?

The Stanley Parable

They’re might not be an official term for this genre yet, but if you asked me, I played a story. The one particularly interesting angle that The Stanley Parable presents is how storytelling in modern day gaming is exhibited. It’s narrated cleverly and offers decent commentary on how games tell their stories, especially ones with branching arcs.

The Stanely Parable reaches far past the computer screen to get its point across. But, that’s not what makes it special. It is special because it’s specifically telling a story with not much else involved. Sure, you control a character and play through it like any other game, but experiences like this were likely designed with a different motive: to tell you a specific story.

And that’s the beauty of these graphical, polygonal and pixelated stories. They are much like movies where plot points aren’t meant to be played, but experienced in a moment. Coming from the same perspective as movie, they feel much more interactive. And more importantly, they feel personal. Video games, movies and other forms of entertainment are escapes from reality and with the ability to tell more elaborate, visual and interactive stories through games, there is no reason not to indulge in them.

Most recently, I can remember being completely absorbed within the story of Gone Home. Exploring an empty house and trying to figure out what had happened to its inhabitants through a very personal account is something unseen is a lot games. The use detail and pace in combination with a plot that develops into an engrossing experience is something I yearn for in games. It’s uncommon and incredibly satisfying.

Gone Home

The huge downside to these games is that they can only happen once. After completing Gone Home for the first time I did nothing else but discuss the experience I had, analyzing my time with it in great detail. Though after a long period of time, going back in for another dip only reminds you how splendid these types of games can be.

Games like Gone Home, Heavy Rain and even Hotel Dusk are not for everybody. In fact, you could probably read a dozen articles and a hundred comments about how they aren’t games and how you’d be wasting your money by purchasing them. Don’t listen to them; they’re crazy to say such things. They may not like them or be able to justify the purchase of any of the games I am referring to and that’s fine. Be opened minded and give one a try.