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New In Our Online Store: Pulp Cover Galleries

Posted by on 12:43 pm in Latest News | 0 comments

New In Our Online Store: Pulp Cover Galleries

Pulp Cover Galleries By Joseph Goodman If you’re a fan of DCC then you are probably aware of Appendix N, the bibliography of inspirational works that inspired the game. What fewer fans know is that most of the works in Appendix N were first published not as books, but as serialized fiction in the pulps of the early 20th century. Robert E. Howard, H.P. Lovecraft, Fritz Leiber, Edgar Rice Burroughs, Abraham Merritt, Michael Moorcock, Jack Vance, Jack Williamson, and many of the other “greats” of Appendix N began their careers in the pulps. The pulp magazines of the early 20th century exhibited a style of art which is rarely seen in our modern era. The vivid, brightly-colored cover paintings were garish and lurid, filled with strong, saturated tones. Unlike modern digital art, these pulp covers weren’t designed to be seen with an illuminated backlight (i.e. the computer monitor, which some would say is the bane of modern illustration). Rather they were designed to stand out on a newsstand crowded with competing publications. Bright colors, bold imagery, action poses, and beautiful women were the name of the game. Although pulp art has long faded, the influence of its style continues to this day. DCC RPG takes pulp art as one of its inspirations, filtered to some degree through more modern incarnations. The covers to Savage Sword of Conan and other magazine-style comic art publications of the 1970’s are modern examples of pulp-inspired art. That comic-magazine format was in part designed to evade the censors of the Comics Code, and Marvel’s work on Savage Sword was influenced by pioneering publishers who came before. One such publisher was James Warren, whose 1970’s comics-magazine publications Eerie, Creepy, and Vampirella owe a creative debt to the pulps. Prior to both Savage Sword of Conan and Warren was, of course, William Gaines and his legendary EC Comics, which published comic art that has remained in print to this day, and whose graphic sense traces directly back to the era of the pulps. The pulps and their modern provenance are direct influences on the artistic vision of DCC RPG. If you enjoy the art of DCC RPG, we believe you will also enjoy the art of the pulps. And thus we present a rather odd set of items in our online store today. Amidst the niche-within-a-niche publishing space that we occupy, we have great respect for a small Canadian published called Girasol Publishing. Although Girasol is now out of business, we were able to buy out the last remaining copies of their Pulp Cover Gallery series. This series is extraordinary in its depiction of pulp art. It is also extraordinary in price, since the full-color books were hand-bound in premium leather. While we recognize that these titles are certainly not for everyone, we do believe there may be some Goodman Games customers who take an interest. Each book in the Pulp Cover Gallery series was limited to 300 copies. All are numbered by hand, and bound in real leather. All contents are in full color. The overs are designed by affixing color stickers to the leather binding, and different stickers were used on the same title, so the copy you receive may have a different cover sticker than the one depicted in the online store. The spines...

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Borderlands At The Border

Posted by on 12:21 pm in Latest News | 0 comments

Borderlands At The Border

Many of you are familiar with our Original Adventures Reincarnated line. The first release, Into the Borderlands, took the gaming scene by storm. And if you were paying close attention, you probably were amazed by the complete and total lack of typographic editors! This is thanks to editor wunderkind Tim Wadzinski. Tim has also coined our team slogan for the OAR series, “Row! Row! Row!” That’s what we chant whenever we are rushing OAR to a deadline. You can see Tim (and lead designer Chris Doyle) in our “What’s New With Goodman Games” video from this year’s Gen Con, where we (coincidentally) announced the second volume in the series, The Isle of Dread. And Tim also has a great sense of humor. On a recent road trip, he had a chance to show off his copy of OAR: Into the Borderlands in, of all places, Orr, Minnesota. And also when he paid a visit to the border between the USA and Canada. Yes, that’s right, fans, here are photos of OAR in Orr, and Into the Borderlands at the borderland. Gaming is supposed to be fun. And puns are fun, right? Right?...

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Alliance Open House – Recap!

Posted by on 12:21 pm in Con and Store Game Recaps, Latest News | 0 comments

Alliance Open House – Recap!

Goodman Games came, saw, and shared moments and information with the retailers of the midwest and all around the country. The Alliance Open House has ended, and we met up with hundreds of retailers, running demos and promoting the virtues of Dungeon Crawl Classics and the rest of the line from Goodman Games. It was great to meet so many retailers, both old and new, and roll some dice and share some stories with them over the weekend. We want to thank the folks from Alliance Game Distributors for putting on such a great show, the city of Fort Wayne, IN for hosting the event, and most of all the retailers who made the trip to the show to meet up with us and the other manufacturers who attended the show. Now, let’s look at some pics! [Show...

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The Hobonomicon Calls

Posted by on 11:49 am in Latest News | 0 comments

The Hobonomicon Calls

Doug Kovacs made it. It’s for DCC RPG. That’s all you need to know. If you missed it at Gen Con, you might still be able to snag one. They’re not all gone yet… Find it at http://hobonomicon.com...

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Real Life Adventures: Haliburton Canopy Walk and Wolf Centre

Posted by on 11:37 am in Latest News, Real Life Adventures | 0 comments

Real Life Adventures: Haliburton Canopy Walk and Wolf Centre

Real Life Adventures: Haliburton Canopy Walk and Wolf Centre By Daniel J. Bishop While many were celebrating the “Best Four Days in Gaming” this year, I celebrated my birthday by visiting the Haliburton Forest in Ontario, Canada. This entailed spending a night in at 23 Maple Bed & Breakfast in Haliburton so that I could be on time for a 9 am canopy walk tour. This is something that I had wanted to do for years, and it was a blast. With a mixed group, we were driven to the lake, where we embarked on two canoes to the canopy walk itself. The canoes were moored on a floating dock – too many people on the dock would submerge parts of it, and the dock spiders would come scurrying up. One could easily imagine an encounter (perhaps in Grimtooth’s Trapsylvania), where a floating bridge disgorges whole swarms of the 2-3 inch arachnids! Across the lake, we donned harness after a brief walk, and took to the trees. The canopy walk is created by suspending long boards among the trees, about the lower and mid-range canopy, with wire ropes. There is more than adequate “railing” created by the wires, and hikers use a two-clip sliding harness to ensure that no one tests the realism of the DCC falling rules. Fans of Edgar Rice Burroughs will recognize the allure of hiking along these higher ways, even if it is not in the same manner as Tarzan, Korak, or the Vepajans of Amtor – the thrill of new experience, the different viewpoint, and the broad vistas where breaks in the foliage allow you to see much farther than you would on the ground. Judges may be tempted to call for Agility checks or Reflex saves when PCs move along similar structures, but where reasonable care is possible, no checks should be needed. No one ended up dangling from the safety harness! Combat in a similar situation would be different. If there was a need to hurry, rather than taking reasonable care, a slip could also occur. There is quite a bit of bounce and movement on the boards beneath your feet, something Tolkien didn’t really describe among the flets of the elves in Lothlorien. I could easily see an arboreal “dungeon” supplying unique challenges to the PCs. The profusion of fungi in parts of the higher reaches was also a surprise. I had tended to view this as a phenomenon of the forest floor, even after a childhood of climbing trees which lasted well into my thirties. The lorecaps, described below, are loosely based off of these growths. After the canopy walk, we canoed back to the dock, boarded the awaiting van, and were driven back to the main building. We also received tickets to the Wolf Centre (which is how they spell it in Canada), both to see live animals and to wander in a small museum. The museum contained images of wolves (including literary ones), showing how our perceptions of the creatures has changed over the centuries. Lorecaps: Init -4; Atk psionic blast +3 ranged (1d3 temporary Int) or digestive touch -4 melee (1d3); AC 8; HD 3d8; MV 5’ or climb 5’; Act 1d20; SP telepathic communication, psionic blast 60’ range, immunity to most critical hits, lore; SV Fort +5, Ref...

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The Vizier’s Views: Tales From the Magician’s Skull #2

Posted by on 2:16 pm in Latest News, The Vizier's Views | 0 comments

The Vizier’s Views: Tales From the Magician’s Skull #2

Once more, The Martian Vizier appears with his views to share, as he has several times before…. The Great Martian Vizier Koraz-hu had no game that night, for, even with his vast powers and estates, the needs of the Martian Warlord sometimes required his personal attention. In this case, one of the lesser Stone Princes – silicate beings far older than Koraz-hu himself – sought to create trouble along the western edge of the Dying Sea. In the Mars we know, that Sea is long dead, but the Red Planet still hides water in underground lakes and reservoirs that we are only beginning to discover. The Martian Vizier’s world lies along a different planar vibration than our, and so has different qualities. It was late enough that the sun herself was on the verge of rising that the fatigued Vizier returned to his citadel on the Face of Mars. It may seem strange to us that items posted from our world awaited him there, but there is a brisk trade between many planar vibrations, many Earths, many Venuses, and indeed many versions of all the worlds of our Solar System and beyond. When the Vizier saw what awaited him, all weariness fell away, and he brought his hoarded prized to his study to read. Tales From the Magician’s Skull #2 is the newest entry in Goodman Games’ ongoing love letter to the pulp magazines of yore. Like the previous issue, it is perfect bound on quality stock. Tales From the Magician’s Skull is made to last. Within, you will find eight stories and an appendix giving some of the creatures, spells, and even a patron encountered in the stories herein Dungeon Crawl Classics gaming statistics. Trial by Scarab, by John C. Hocking, is a sequel to the first issue’s The Crystal Sickle’s Harvest. In the World of the Archivist, some jobs are easier to secure than others. Day of the Shark, by James Stoddard, is a Tale of Thalassa. Good underwater adventures are rare in role-playing games. This story is (hopefully) the first of a series of submarine adventures to delight the reader and inspire the judge. Stolen Witness, by James Enge, is an adventure of Morlock Ambrosius, who was also featured in the first issue. Like the first story, this is a detective yarn in a magical world, where the protagonist is an outsider. Blood of the Forest Born is an Anla and Lanci Story by Nathan Long. These two are thieves who, nonetheless, find themselves doing more than mere thieving. Although the story is told in a light-hearted matter, the subject matter is not. Break them on the Drowning Stones, by Setsu Uzume, is a powerful story of revenge and magic. Although it is presented as a stand-alone story, both setting and characters could easily support a series. A Soul’s Second Skin is a Dhulyn and Parno Adventure by Violette Malan. The search for a missing man leads to an adventure that touches upon Lovecraftian entities, compassion, and what being “human” actually means. Shuhalla’s Sword, by Dave Gross, is a stand-alone adventure that could as easily provide inspiration for Mutant Crawl Classics as for Dungeon Crawl Classics. The setting, if not another world, may well be a post-apocalyptic version of Earth. The People of the Pit is an...

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Roadworthy: DJ King Mob!

Posted by on 10:20 am in Latest News, Roadworthy Judges | 0 comments

Roadworthy: DJ King Mob!

  Welcome to Roadworthy! This is a chance to show off a Road Crew Judge and allow them to share their experience and wisdom. We provide these profiles to help provide insight into their personality and style, and maybe give up-and-coming Judges some advice on improving their game. The Road Crew theme for 2018 is Strange New Worlds! Head out and find unique places to run games for willing participants. Do something that makes us take notice! Who knows, maybe we’ll put you up on our website. Jump on into the Road Crew program for your chance! This time out we’ve got something a little different: An Xcrawl DJ! DJ King Mob, also known as Judge Sean Smith, steps in to give us a break from his AVN to share his experiences and his wisdom! Roadworthy: DJ King Mob (aka, Judge Sean Smith) What’s your name, where do you live (and game), and how would you describe yourself? Hail all! Im Sean Smith, living and gaming in NYC and Brooklyn. Avid RPG gamer with 35+years Playing and GMing through many editions of DnD. I work in the Film and Video Production Business. Big Fantasy and SCI FI, comic book and fantasy art enthusiast, with a love for classic rock and the Beastie Boys. Have dice will travel. I can be found at the major gaming conventions across the US every year. How did you first discover DCC? I’ve always admired the retro covers to the DCC modules as a fan of Erol Otis artwork. When Xcrawl started to convert to DCC rules it really caught my attention, and my gaming group started in with some Xcrawl and experimenting with the level 0 DCC adventures. We now spread the love at our local game shop—The Brooklyn Strategist—and its been a fun experience for new gamers and old. As of “right now,” how many Road Crew games have you run in 2017? Or 2018? I ran 12 games of mixed Xcrawl and DCC in 2017, and am up to my 6th game already in 2018 as we try to establish a bi-weekly and monthly meeting at our local hobby shops. We started a Midnight Madness tradition of DCC at a local convention in Connecticut—CONN CON—to great reception this year. What’s your favorite Road Crew game experience so far? The level 0 funnels are great fun. I just ran again The Shambling Undead again to a great reception and vivisection. Some of the peasants died so fast the players didn’t even get a chance to properly name them! Tell us where you run your Road Crew games. Typically at The Brooklyn Strategist, and I’m in talks with starting up a Summer bi-weekly Thur night chapter of DCC and Xcrawl at Brooklyn Game Lab. What advice would you give to other Road Crew judges? I run the DCC games like I’m directing an action film. I read the material ahead of time, and note what scenes are key and important to make memorable. Keep the story moving, try to pop in a few memorable NPCs and encourage some character interaction. Props, or music or miniatures with terrain all can enhance the experience. I try to use maps and minis for the combat to engage the senses and game experience. Also good food! Sometimes its pizza and snacks, sometimes we all pitch in for a pot luck meal while we play. Eating and gaming brings the crew...

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New in the Online Store: Back to BasiX, The Complete Run!

Posted by on 11:50 am in Latest News, New Releases | 0 comments

New in the Online Store: Back to BasiX, The Complete Run!

Let’s get down to brass tacks. To the nitty gritty. To the fine details. Or, in this case, Back to BasiX. Back to BasiX is a popular new zine that focuses exclusively on old-school role-playing, bringing out new material as well as interviews with famous TSR creators, and much more! Although the rules system used for new monsters and spells in Back to BasiX is 1E rather than DCC, it’s very inspirational material and will give you lots of ideas for your DCC games! Check out the synopsis of all five issues below!   Back to BasiX, Issue #1 The first issue contains:  Product Spotlight, Spell Review, New Magic Items, New Monster, Short Encounter, Full page comic “Dungeon Delvers”, and interview with Merle Rasmussen (of Top Secret fame).   Back to BasiX, Issue #2 This issue contains: Product Spotlight, Spell Review, New Magic Items, New Monster, Short Encounter, Full page comic “Dungeon Delvers” (artist, Travis Hanson), and an interview with Frank Mentzer.   Back to BasiX, Issue #3 This issue contains: Product Spotlight, Spell Review, New Magic Items, New Monsters, Two Short Encounters, Full page comic “Dungeon Delvers” (artist, Travis Hanson), and an interview with David “Zeb” Cook.   Back to BasiX, Issue #4 This issue contains: Product Spotlight, Spell Review, New Magic Items, New Monsters, A Short Encounter (“Ascent of the Apes”), Full page comic “Dungeon Delvers” (artist, Travis Hanson), and an interview with Diesel LaForce (artist)..   Back to BasiX, Issue #5 This issue contains: Product Spotlight, Spell Review, New Magic Items, New Monsters, Two Short Encounters (“Fury at Fosilbone”, “Sepulcher of the God-King”), TWO Full page comics “Dungeon Delvers” (artist, Travis Hanson), and an interview with author Stephen Marsh. All five issues—which is every issue published as of this writing—are now available in our online store! Check them out today!...

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What’s In A Reprint? The Complete Guide to DCC 2nd Printings (And 3rd and 4th and….)

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What’s In A Reprint? The Complete Guide to DCC 2nd Printings (And 3rd and 4th and….)

Everything old can be new again. When it comes to second—or later—printings on Dungeon Crawl Classics modules, this is definitely true. At Gen Con 2018, we debuted two new reprint editions, and at our What’s New With Goodman Games Seminar we announced the exciting new version of The Chained Coffin that will be heading your way. But what exactly do we do with most of our reprints? Glad you asked! For every new printing, we do a fresh proofreading. This often catches minor typographical and similar errors. In addition, we give the authors a chance to review their work. They occasionally choose to revise or even re-work sections of the adventure to make it the best it can be. On top of that, we usually review the artwork. On occasion, we’ll swap it out for a new image, and occasionally adjust placement. And finally, we often expand an adventure with related supplemental content in an appendix, or even an entirely new backup adventure or other source material to flesh things out. Check out our selection of modules that have gone to 2nd or beyond in their printings, and what they have to offer! DCC #66.5: Doom of the Savage Kings - Additional interior artDCC #66: Sailors on the Starless Sea - New mini-level: The Summoning PitsDCC #68: The People of the Pit - New mini-level: Assassins of the Pit DCC #69: The Emerald Enchanter - New mini-adventure: The Emerald Enchanter Strikes BackDCC #70: Jewels of the Carnifex - New Bonus Adventure: Lost in the Briars DCC #71: The 13th Skull - New magic item appendix: Seven Strange Skulls DCC #72: Beyond the Black Gate - New bonus adventure: Crash of the Sky PeopleDCC #74: Blades Against Death - New mini-adventure: The Abbott of the WoodsDCC #75: The Sea Queen Escapes - New mini-setting: The Sunken Kingdom of Ru DCC #76: Colossus Arise - Contains an expanded conclusion DCC #78: Fate's Fell Hand - Contains expanded rules for the deck in play, plus a centerfold insert with full-color deck cards and new magical decksDCC #79: Frozen in Time - Contains the new mini-setting, The Forlorn North DCC #80: Intrigue at the Court of Chaos - Contains new bonus adventure: War Pit of The Chaos WizardsDCC #81: The One Who Watches From Below - Contains a complete Patron write-up for ShigazilnizthrubDCC #82: Bride of the Black Manse - Now with new cover art by Stegan Poag! Plus various text adjustments to improve clarity of the “tolling clock” mechanic; additional interior art (minor); new mini-adventure, the Floating Oasis of the Ascended God What a great selection! And you can find all of them at your FLGS or in our online store today!...

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Retailers! We’ll See You At Alliance Open House!

Posted by on 12:09 pm in Latest News | 0 comments

Retailers! We’ll See You At Alliance Open House!

One of the quintessential trade shows for the gaming industry happens this weekened: The Alliance Games Open House! If you are one of the retailers heading to Fort Wayne, IN for the show, look for our booth. We’ll have show specials, news and information, and much more, all oriented towards the retailer perspective. The fun begins on Friday, September 7th, with a series of seminars, including one from Goodman Games, hosted by our very own Joseph Goodman himself. Then you can visit the booth on Saturday and Sunday to see the specials and talk to us about upcoming releases and anything else that might be on your mind. Plus, Judge Brendan will be on hand for the open gaming nights, running Dungeon Crawl Classics demos for retailers on both Friday and Saturday. If you’re a consumer reading this, please be aware that this is an industry show, open only to retailers and professionals! Goodman Games is one of the very few RPG publishers that attends these insider events, happy to represent RPGs in this increasingly crowded field of board and card games. Look for us in Fort Wayne this weekend at the Alliance Open House! Retailers, we look forward to seeing you there! WHAT: The Alliance Games Open House WHEN: Friday, September 7th – Sunday, September 9th WHERE: Grand Wayne Convention Center – Fort Wayne, IN...

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