May 012007
 

By the third day of any convention, the standard question is, “What’s the coolest thing you’ve seen?” I didn’t make it that far into GTS this year, so I never had a chance to answer that. To make up for it, here’s three cool things I saw at the show. That’s not to say there weren’t tons of other things, but these stuck out at the show and are things I remember even now.

Dust: The Game: Paolo Parente—a pal from the Mutant Chronicles RPG days—is an amazing artist, and he has his own project called Dust. He puts out toys, comics, and models kits irregularly, but they’re always full of sharp and sexy imagery. A stand at GTS showed off an upcoming board game for the setting, a Risk-like game with all sorts of cool components. Paolo’s day job is with Rackham, the French miniatures company that makes incredible things, but I always enjoy seeing what he does on his own.

Titan: Valley Games announced that it’s bringing back all sorts of classic games, including Hannibal and Titan, the all-time classic, plus others from the old Avalon Hill bookshelf line. Can’t wait to see these.

Phoenix Horizons: Damage Control Games showed off a preview of their upcoming starship battles miniatures game, and it looks great. It’s a spiritual successor to Silent Death, of which I’m a longtime fan and had the honor of working on the second edition.

There were many more things, of course, but these surprised me, as I hadn’t heard of any of them before. And now I’m looking forward to them all.

May 012007
 

I learned a while back that Tom Moldvay had passed away around April 9 (some reports say March 9) of this year, but I hadn’t been able to verify it independently. I’ve seen enough details now to believe it’s true.

Along with Mark Acres, Tom developed one of my favorite roleplaying games ever: Gangbusters. As a teenager at Gen Con, I made it to the finals of the Gangbusters tournament two years running and absolutely loved it.

Tom also made many substantial contributions to Dungeons & Dragons while working at TSR. My pal Steve Winter, who knew Tom far better than I, sums it up well in his appreciation.

I never met Tom in person, but I had the privilege of talking with him on the phone and working with him on some material for Silent Death: The Next Millennium, back when I developed the line for ICE. That never saw print, as Tom’s poor health prevented him from finishing the work before I left that gig. That was something like 15 years ago, and I’m sad to say we lost touch over the years. Still, I remember being thrilled that I would get the chance to talk games with someone whose work I’d so admired.

Farewell, Tom. Wherever you may be, I hope you’re finally resting easy.

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