Archive
Starburst Magazine Issue 490!
It’s another Star Wars issue, and Starburst’s long relationship with the Galaxy Far Far Away continues. The Revenge of The Sith 20th Anniversary issue let us have council of contributors, include Abigail Thorn and Force Majeure‘s very own Adam. Everything from toys to burlesque. There’s also a smashing feature on The Murderbot Diaries and so much more. It’s a great issue. (I always say that.)
My main thing for the print magazine is books and games, so it was a delight to get to talk to the Mantic Games team about Halo Flashpoint, and I love the pun title of the piece ‘ Say Halo To My Little Friends ‘. (So much so that I couldn’t help but show it off to the Mantic Team when I visited them at UKGE. ) My Brave New Words column was a pick of cool new books, include Ben Aaronovitch’s latest, Stone and Sky . Emily Tesh’s The Incandescent, Aliya Whiteley’s Three Eight One and I couldn’t resist taking a look at Critical Role spin off book, Tusk Love. There’s more, you should read the whole column.
Roll for Damage covered the UK’s amazing miniatures scene. Obviously we talked a bit about Games Workshop, but shout outs also included Bad Squiddo, Warp Miniatures, Crooked Dice, Loke Battlemats and so much more.
As always, you can buy the latest issue here.
Starburst Magazine Issue 489!
It’s that time again, and issue 489 of Starburst Magazine puts it’s heart on it’s sleeve by having a memorial cover for David Lynch. Suffice to say that Lynch had a massive influence on movies, and the Starburst crew takes the passing of this titan of cinema very seriously.
It’s a great issue, of course. In addition to a comprehensive and quality feature on David Lynch and his works, we also get a 70th Anniversary special on the Muppets. It’s really good.
My bits include a smashing interview with Bionic Man, V and Alien Nation TV Series creator Kenneth Johnson. I interviewed Kenneth on the eve of the US election, so it was a very interesting (and slightly tense) chat. A lot of the best stuff made it into the issue. Fascinating chap.
We also have tenth anniversary look at Critical Role. This is peppered with comments from the likes of Ginny Di, Liv Kennedy, Jasper Cartwright and Professor MacCallum-Stewart. I hoped to talk to some LA based folk for the piece, but I picked the wrong time to arrange that. It worked out well though.
Brave New Words was mostly about source material style books; movie books etc, and Roll For Damage was filled with some of the most exciting indie games, plus a little bit of commercial stuff like D&D and Games Workshop.
Starburst Magazine Issue 488!
It’s always nice when I get to write about fantasy movies, and issue 488 has a full top 50 feature. The way we do these things that the team pick a handful of favourites and write about them. I got to write about The Seven Voyages of Sinbad and Dungeons and Dragons Honour Among Thieves as well as a few others.
We also have a really solid feature about Kieron Moore’s movie, Secrets of a Wallaby Boy, written by Kris. It’s a fun piece on a fun and bawdy indie movie. (The Guardian didn’t understand it, which is high praise indeed.)
This issue’s Brave New Words column talks about the fun I had Glasgow Worldcon 2024 and a whole host of science fiction and fantasy books. Roll For Damage lets me talk about the Aliens boardgame, space dwarves and a host of fun party games for your christmas present list.
Starburst Magazine Issue 487!
Scary clown on the cover means that this issue all about Terrifier. It’s really not my sort of thing, so unsurprisingly I didn’t help with the cover story. (I love a good horror movie, but the Terrifier moves just aren’t fun or interesting to me. As big a fan as I am of all things genre, even I have limits.
My feature in this issue is called Beyond The Dream Park and talks about all the interactive theater you can find in the UK right. It focuses especially on Lemon Difficult’s Key of Dreams, which is more my speed for horror; I like the mix of the mundane, the mystic and the cosmic. Also, Beyond Dream Park was also the name of one of the first convention panels I ever moderated.
Brave New Words focuses on women writing modern science fiction, from speculative climate fiction to shooty bang explosions in space. Roll for Damage gives Wizkids some love, talks about the end of Fantasy Flight’s X-Wing game and cover’s Gale Force Nine’s Alien’s game, Another Glorious Day in the Corps. We also look at the Darrington Press edition of For The Queen and Bright Eye Game’s storytelling game, The Plot Thickens.
Starburst Magazine Issue 486!
I’m a sucker for the Alien franchise. (Fun fact, the Alien on the cover isn’t the one from Romulus. The issue came out round about when Romulus came out, but this is from an earlier movie. Because the rights were easier to get. Tricks of the trade and all that.) In addition to a brilliant feature on all things Xenomorph, there’s plenty of coverage of the criminally under-rated Star Wars: The Acolyte. It was fun to work on this issue.
My Roll For Damage column talks about the excellent Star Trek skirmish game, Star Trek Away Missions from Gale Force Nine. I also get to talk about Free League’s Alien RPG. (Sometimes, the column matches the cover. Sometimes.) Brave New Words is about cook books. Seriously, I have so many genre focused cook books, so I have to write about The Game of Scones, Flavours of the Multiverse and of course, Wookie Cookies.
Starburst Magazine Issue 485!
485 is out! And can be found in all good bookshops. It’s a horror focused cover, and I wrote some bits for the main feature about horror themed games, including Blood on the Clocktower.
I also got to write a piece called Taking It To The Next Stage, which mostly talks about the stage version of My Neighbour Totoro, as well as stuff such as 2018’s production of Astro Boy Pluto and the My Hero Academia musicals.
Brave New Words focuses on luxury editions of popular books, so I get to fill the page with photos of lovely Folio Society, Black Library and The Broken Binding books. Roll For Damage focuses on TTRPG books that help Dungeon Master’s run a game, from Sly Flourish’s series to Matt Colville‘s advice.
Starburst Magazine Issue 484!
This issue celebrates the 40th anniversary of the Toxic Avenger. (If you don’t know who that is, or what Troma is, blimey you’re in for a very specific treat.) I met Lloyd Kaufman a whole bunch of years ago, fascinating chap. The magazine has covered all things Troma in the past, but it’s nice to revisit themes.
This issue’s Roll For Damage Column is all about Play By Mail, and yes, that includes IT’S A CRIME, a game that was heavily marketed to geeks in the 80s. It was a blast researching this; I recall playing En Garde! as a student and having more fun writing the letters and the like than actually playing the game.
Brave New Words looks at women in horror, Sci-Fi and fantasy, so I get to talk about Jen Williams, Silvia Moreno Garcia, Cassandra Khaw, Kiersten White and whole bunch of other exciting authors.
Features wise, there’s a lovely tribute to works of Terry Pratchett written by myself, specifically his non-fiction and non-Discworld fiction. A lot of this about reprints of his earlier work, many of which are fascinating in terms of seeing how his work evolved.
Finally we have a piece called What They Did In Shadows, which talks about the Stranger Things stage play, First Shadow. It’s an amazing show (go see it while you can), It was an interesting set of interviews to do, and as always I asked some standard ‘silly’ questions that didn’t go into the feature but let me gauge tone and clarity (as well as establishing rapport, to be all mechanical about it.) One of those was ‘Webber or Sondheim’, which one of my standard ‘stagey’ questions, but it did get quite a response from one of the actors, who was surprised I’d compare the two.
Space Hamsters To Return
So it looks like Spelljammer is coming back.
In case you missed it, Spelljammer was a setting for second edition Advanced Dungeons and Dragons1 which introduced wooden space-ships and let players ‘set sail’ to other worlds (other D&D settings).
Now you may wonder how that works. Most D&D worlds are pseudo-medieval after all, how does all the space stuff work? The answer is magic. Powerful devices called spelljamming helms ‘power’ the wooden ships and gravity works in a way convenient to the plot. They also borrowed ideas for 2nd Century AD astrophysics2 to add phlogiston and crystal spheres; basically oceans and mountains but ‘in space’. Because fantasy.
The setting blends 1950’s era pulp sci-fi with age of sail style fantasy. So we get pirates, buccaneers, mysterious ports and so on. The setting came out in 1989, a messy time for D&D. The company owned the rights to Amazing Stories3and Buck Rogers4at the time and this informed the game. They’d taken the things that had inspired Star Wars such as John Carter of Mars and added swashbuckling pirates and high fantasy magic. It was an amazing idea.
Of course, the initial boxed set was a mess. Not enough setting and too many rules, lots of cardboard. The supplements where better and it’s big move was to give the brain-eating squid monsters known as Mind Flayers their own evil space-ships, that looked like horrific sea beasties. On the other hand, it had Giant Space Hamsters. Which worked exactly the way you think they would, big tubes to crawl in and everything.
It did well enough. It also almost became it’s own ‘Video Interactive Boardgame’ – TSR had produced one for vanilla D&D called DragonStrike and Spelljammer: Wildspace would have been next, had the company not headed into financial difficulties. Instead all we have is this:
Spelljammer sort of went away as the game moved on, but was not forgotten. Later editions couldn’t resist dropping it in as an Easter Egg here and there and Third Edition did get a mini-supplement in an issue of Dungeon Magazine. Spelljammer ships have appeared in a couple of the adventure supplements for D&D Fifth Edition as well (I won’t say which ones because of spoilers). The new Baldur’s Gate video game also features something very familar to fans of Spelljammer.
So why am I saying it’s back? Well there’s two massive clues. One is that Wizards of the Coast recently released an article on their ‘Unearthed Arcana’ blog heavily features beasties from the old Spell Jammer game, as well as a few things from elsewhere. (You can find it here if you fancy a quick look.) These articles tend to ‘test the waters’ before a book comes out.
The other massive clue is a lovely sneak peak we got recently in a “Future of D&D” panel. It seems that one of the books features Boo on the cover. Now Boo is the hamster companion to Minsc, one of D&D’s iconic heroes. But he’s not just any hamster. He’s a miniature giant space hamster.
It also doesn’t hurt that lead designer Chris Perkins admitted to having written screen plays based on another old property, Star Frontiers. Which is Spelljammer adjacent, sharing a lot of the feel and mood of the setting. So it really looks like D&D Fifth Edition is about to boldly go into some sort of wild space like setting. It’ll be fascinating to see how this effects more up-to-date D&D settings like Eberron and Ravnica. Will we see the Vox Machina crew take on Space Pirates? We’ll have to wait and see.
1: Nothing terribly advanced about AD&D – the ‘advanced’ was added so Gygax didn’t have to share royalties. Confused the heck out of me when I was 11 and put loads of kids off. Nice one Gary.
2: The word astrophysics is doing a lot of heavy lifting here.
3: Amazing was a big deal when it came to science fiction back in the day. Deserves it’s own post.
4: TSR produced a Buck Rogers RPG. It was much better than it had any right to be.
Speed Freeks
Very, very short review of this Games Workshop game would be: It’s everything GorkaMorka should have been, but wasn’t. And it’s as much fun as Gretchiniz promised to be, but wasn’t.
Of course, if you don’t know what either of those are, or what an Ork is, you’ll be a bit lost. Let me unpack it – an Ork is a sci-fi version of an Orc, the rampaging monsters from fantasy tropes. They’re gadget obssessed brutes who can’t spell. GorkaMorka and Gretchinz are both racing games (via Games Workshop), which combine dangerous and crude technological themes with rally style racing.
Warhammer 40,000’s Orks are perhaps one of the most fun things about the franchise. A perfect storm of parodies, not only of British 80’s subcultures but fantasy tropes, creating a brutish, sinister and ridiculous band of villains that you never the less root for. They tend to be at their most interesting when the story is about them. SpeedFreeks is Games Workshops latest box that’s just about the Orks. Namely, it’s a miniatures racing game about these horrible monsters trying to prove who’s the better driver whilst making horrendous amounts of noise.
The box comes with enough for two players. Six warbikes and two larger vehicles unique to the set. The warbikes are nothing special; Ork fans will have seen them before. The other two items are something else, however. The Kustom Boosta-Blasta is a nightmare beach buggy with massive wheels and a huge gun. The Shokkjump Dragsta is a race car from doom, imagine the sort of Formula One vehicle that the devil would invent. These two pieces are your main counters for the game and they fight each other. The models come unpainted, but the two mobs are in different colours (mustard yellow and bright red), for ease of distinction. You have to glue the models together yourself, and this will take most of us a couple of hours to do.
We also get some solid looking scenery which can be used in other games, and component quality is thick and solid.
Game play wise, it’s a cunning and brutal game. Stats are split into Kunnin’, Speedin’ and Shootin’, and you allocate dice appropriately. Movement is by template (or gubbinz as the game calls them) and the idea is that these vehicles don’t move in a straight line. Instead they skid, drift and spin across the board, mostly in a controlled fashion but not always.
This adds a push your luck element to the strategy, making the game a faster, chunkier and more satisfying vehicle combat game than X-Wing. What it lacks in depth it makes up for in explosions. The game comes with four reversible boards and yes, these can be used in games of Kill Team if you must. We have four scenarios, which all use the boards in a different way, including a Mad Max style chase mode that will have you repositioning the boards as you zoom across a desert landscape.
SpeedFreeks is a smoother, quicker game than we expected. As fans of the 90’s Ork racing game GorkaMorka, we were expecting something deeper and where pleasantly surprised. GorkaMorka was a gang war game with vehicle rules; SpeedFreeks is a racing game and not much else. That’s a good thing. A must have for Ork fans, and a welcome addition to anyone who likes racing board games.
Best iteration of this idea so far, a must for fans of Orks or Mad Max movies.
Escape The Dark Castle
For those who grew up in the 80’s, it’s odd to think of that decade of having its own distinctive style. The distinctive and simple style is immediately recognisable to many; not just the faded VHS and faux-neon look, but a simpler, scrappy style common amongst fringe magazines and books. Rapid fire adventure game Escape the Dark Castle taps into this retro vibe to create something that feels it could have been 1985’s hot new thing.
Escape the Dark Castle is elegant in its simplicity. You pick a character (A miller, a cook, a smith) etc. You’ve been imprisoned in the Dark Castle and you’re trying to escape. Each character has a bespoke dice and this reflects their strengths. The Smith does well in physical challenges so has lots of fist icons on their die. The Tailor isn’t that strong but is smarter and their die reflects this and so on.
Each round you draw a card called a ‘chapter’. You read out the encounter and roll dice to pass the test. Typically, this is a fight, but not always. You work together to defeat the encounter and move on, until you face ‘a boss monster’. Aesthetically, the whole thing looks great. A jet black box with a line art illustrations that look like they’ve come screaming out of some dark abyss of 1980’s style gothic fantasy. Big chunky dice. All the monsters are ghosts, demons, skeletons, proper old school nightmare fuel, the sort of thing aged moral guardians would make a fuss about. Cracking stuff. Quick to play as well, takes about 20 minutes.
It’s a fun team game with a solid narrative and a proper look and feel. It’s so retro I can imagine the Stranger Things kids playing it, but that just makes us love it even more. Like all good games of this sort, it generates fun stories amongst players. For example, when playtesting we ran into an encounter that lead to some particularly hilarious mental images where one of our heroes kept foul of traps. In-jokes where swiftly formed; it’s that sort of game.
This is a game that feels like it’s from the 80’s and is so good it’s survived the test of time. It’s a new game with an easy to pick up mechanic and feel that makes it feel like a classic. I understand the games producers have big plans for the future, so that’s exciting.







