Dragon Storm (game)

Last updated

Dragon Storm is a role-playing game which is also a collectible common-deck card game, published by Susan Van Camp and Mark Harmon through Black Dragon Press. Van Camp had acquired the company in late 1996 after it had problems publishing Tempest of the Gods . [1] Under her leadership, development of Tempest of the Gods was terminated to focus on Dragon Storm. [2]

Contents

All required statistics and rules are printed on the cards. There are two types of cards: Gamemaster cards for adventure generation and Player cards for character generation. An expansion set, titled Kanchaka Valley, is available in booster form, and additional deluxe cards were created and sold on an individual basis. This is collectively known as Classic Dragon Storm.

Over past several years, Dragon Storm 2.0 (DS 2.0) has been created and developed. DS 2.0 is an updated version of the game that takes into account the first 15 years of play and corrects some errors that crept into the game over time. It also utilizes a new modular character creation system, which allows players to fully customize their characters. The Classic system, while totally viable, is more restrictive. There is also a dwindling supply of Classic product available. DS 2.0 is currently under the purview and production of The Guild for Dragon Storm.

Setting

Dragon Storm is a role-playing game about shapeshifters: human werewolves, dwarven gargoyles, human dragons and elven unicorns.

These characters live in an area known as the Stormlands. They use supernatural powers to battle powerful enemies, and to save the world from Dragon Storms. Most Stormlanders live like peasants of the European Middle Ages. They are ruled by nobles, who spend their time fighting for control of Stormland city-states. These struggles mean little to most people, who live in isolated villages scattered throughout the land. Magic is more important to stormlanders. They respect Od, the force of pure magic, used by wizards, witches and shamans to heal and protect. They fear Warp, corrupt magic used by necromancers to debase and destroy. Warp can blight a land, poisoning water and tainting the soil. It twists living things into warpspawn and plague beasts, insane monsters who kill for pleasure.

Stormlanders are superstitious, tough and resigned to their fate. They take consolation in the worship of Elethay, goddess of the earth.

Few peasants dare hope for better times ahead. Only the elders talk about Valarian Champions, legendary heroes who will save the people from the storms. The Stormlands got its name from dragon storms, tempests of wild magic that ruin crops, level homes, and cause the tox, a horrible disease that twists body and soul. It is little wonder that Stormlanders who suffer misfortune are called storm-struck. When caught in the open by a dragon storm, young adults sometimes transform into shapeshifters. Elves become unicorns, dwarves become gargoyles and a human might turn into a werewolf or a dragon. After the storm passes, these shape shifters return to their mortal form, and are able to control their ability to change shape. No one understands why some people change, but it is a fearful thing. Shapeshifters are magical beings with strange and disturbing powers: Gargoyles can reach through solid stone, unicorns can heal with a touch of their horns, werewolves fight with terrifying fury and dragons can breathe fire. These abilities unsettle most Stormlanders, but they are even more frightened of necromancers, evil wizards who hunt shape shifters. Necromancers can drain shape shifters of their natural magics, using the power to fuel toxic spells. Feared by their families and hunted by necromancers, these young shape shifters usually flee their homes before anyone discovers what they have become.

In Dragon Storm, players role-play a shapeshifter or an orc. Their opponents are necromancers, warpspawn and adventurers; their allies are Elethay worshippers and Prismatic Wizards, who oppose necromancers and all their works. Long-lasting characters may acquire a mentor. These veteran spell casters and warriors are dedicated to the destruction of necromancers and Warp.

Characters befriended by mentors can become Valarian's Champions, and join the fight against the evil poisoning the world.

Reception

Andy Butcher reviewed Dragon Storm for Arcane magazine, rating it a 6 out of 10 overall. [3] Butcher comments that "As an introduction to roleplaying, Dragon Storm has a great deal of potential for both players and referees, especially those with prior experience of one or more CCGs. It's a quick and easy system which requires a minimum of set-up time, and could prove to be a lot of fun." [3]

Related Research Articles

<i>Netrunner</i> Collectible card game designed by Richard Garfield

Netrunner is an out-of-print collectible card game (CCG) designed by Richard Garfield, the creator of Magic: The Gathering. It was published by Wizards of the Coast and introduced in April 1996. The game took place in the setting for the Cyberpunk 2020 role-playing game (RPG), but it also drew from the broader cyberpunk genre.

<span class="mw-page-title-main">Shapeshifting</span> Ability to physically transform in mythology, folklore and speculative fiction

In mythology, folklore and speculative fiction, shape-shifting is the ability to physically transform oneself through an inherently superhuman ability, divine intervention, demonic manipulation, sorcery, spells or having inherited the ability. The idea of shape-shifting is in the oldest forms of totemism and shamanism, as well as the oldest existent literature and epic poems such as the Epic of Gilgamesh and the Iliad. The concept remains a common literary device in modern fantasy, children's literature and popular culture.

Star Wars: Customizable Card Game (SW:CCG) is an out-of-print customizable card game based on the Star Wars fictional universe. It was created by Decipher, Inc., which also produced the Star Trek Customizable Card Game and The Lord of the Rings Trading Card Game. The game was produced from December 1995 until December 2001. Since 2002, the game has been maintained by the Star Wars CCG Players Committee, with new virtual cards being released every few months and the capability to play both in person and online.

<i>Werewolf: The Apocalypse</i> Tabletop role-playing game

Werewolf: The Apocalypse is a role-playing game from the Classic World of Darkness line by White Wolf Publishing. Other related products include the collectible card games named Rage and several novels. In the game, players take the role of werewolves known as "Garou". These werewolves are locked in a two-front war against both the spiritual desolation of urban civilization and supernatural forces of corruption that seek to bring the Apocalypse. Game supplements detail the other shape-shifters.

<i>Spellfire</i> Collectible card game

Spellfire: Master the Magic is an out-of-print collectible card game (CCG) created by TSR, Inc. and based on their popular Dungeons & Dragons role playing game. The game appeared first in April 1994, shortly after the introduction of Magic: The Gathering, in the wake of the success enjoyed by trading card games. It was the second CCG to be released, preceding Wizards of the Coast's second CCG Jyhad by two months.

The magic in Dungeons & Dragons consists of the spells and magic systems used in the settings of the role-playing game Dungeons & Dragons (D&D). D&D defined the genre of fantasy role-playing games, and remains the most popular table-top version. Many of the original concepts have become widely used in the role-playing community across many different fictional worlds, as well as across all manner of popular media including books, board games, video games, and films.

Vampire: The Eternal Struggle is a multiplayer collectible card game published by White Wolf Publishing. It is set in the World of Darkness and is based on the Vampire: The Masquerade roleplaying game.

<i>Legend of the Five Rings</i> (collectible card game)

Legend of the Five Rings (L5R) is an out-of-print collectible card game created by a joint venture featuring Alderac Entertainment Group and ISOMEDIA in 1995 and published until 2015, when it was announced that the game would be discontinued for a rules-incompatible successor that will be part of Fantasy Flight Games' Living Card Game line. L5R takes place in the fictional empire of Rokugan from the Legend of the Five Rings setting, where several clans and factions vie for domination over the empire.

<span class="mw-page-title-main">Middle-earth Collectible Card Game</span>

Middle-earth Collectible Card Game (MECCG) is an out-of-print collectible card game released by Iron Crown Enterprises in late 1995. It is the first CCG based on J.R.R. Tolkien's fictional universe of Middle-earth, with added content from ICE's Middle-earth Role Playing Game.

Ice Age is a block of three expansion sets in Magic: The Gathering, consisting of the Ice Age, Alliances and Coldsnap sets. It is also the titular first set in the block. The Ice Age set is the eleventh set and the sixth expansion set, previewed at the Canadian Card and Comics Spectacular in early June 1995, and released later that month. Set in the years from 450 to 2934 AR, the set describes a world set in perpetual winter due to the events in Antiquities. Ice Age was followed up June 1996 with Alliances, the fourteenth Magic: The Gathering set and eighth expansion set.; and on July 21, 2006 with Coldsnap. The time period between Alliances and Coldsnap was the longest period of time between the beginning and the completion of a full block in Magic. Originally, the set Homelands, released in October 1995, was the second set in the Ice Age block, but following the release of Coldsnap, Homelands was removed from the block in favor of Coldsnap.

<span class="mw-page-title-main">Rage (collectible card game)</span> Collectible card game

Rage is an out-of-print collectible card game originally published by White Wolf in May 1995 based on the role-playing game Werewolf: The Apocalypse. The game is based around packs of werewolves battling each other and various evil monsters while trying to save the world.

Mirage was the first official block structure in Magic: The Gathering. This new block structure consisted of three expansion sets and would continue for nearly two decades, finally ending with Khans of Tarkir in 2014. The new block structure also set up the precedent that the first set in the block also became the name for the entire block. Mirage block consisted of three sets: Mirage, Visions and Weatherlight.

<span class="mw-page-title-main">Shadowfist</span> Collectible card game

Shadowfist was created by Robin Laws and Jose Garcia. It was released in June 1995 as a collectible card game (CCG), but was shifted to a fixed distribution of cards as of 2013. It shares the same background as the Feng Shui role-playing game, also by Laws and Garcia and released the following year. In September 2018 ownership of Shadowfist switched to Vetusta Games.

The sorcerer is a playable character class in the Dungeons & Dragons fantasy role-playing game. A sorcerer is weak in melee combat, but a master of arcane magic, generally the most powerful form of D&D magic. Sorcerers' magical ability is innate rather than studied or bargained.

The wizard is one of the standard character class in the Dungeons & Dragons fantasy role-playing game. A wizard uses arcane magic, and is considered less effective in melee combat than other classes.

<i>Dune</i> (card game) Card game

Dune is an out-of-print collectible card game produced by Last Unicorn Games and Five Rings Publishing Group, and later Wizards of the Coast. Set in the Dune universe based on the books written by Frank Herbert, the game pits two or more players against each other, each in control of a minor house vying for entry in the Landsraad.

<span class="mw-page-title-main">Mark Poole</span> American fantasy artist (born 1963)

Mark Poole is an American fantasy artist, best known for working on the first set of Magic: the Gathering cards.

Arcadia is an out-of-print collectible card game involving combat and terrain, released in August 1996 by White Wolf, Inc. It is based on Changeling: The Dreaming, a tabletop role-playing game published by White Wolf and part of the World of Darkness series. It focuses on the world of the fae, who are changelings that draw on the dreams of humans. Quests, delineated and represented by cards, are completed by cards similarly representing Characters moving from one Terrain card to an adjacent one until the Quest is completed. The base set was called The Wyld Hunt and was sold only in booster packs. There were two types of booster packs, each with 15 cards: character boosters, which contained character and related cards; and story boosters, which contained cards about game settings, quests, requirements, and effects.

<i>BattleTech Trading Card Game</i>

The BattleTech Trading Card Game is an out-of-print collectible card game (CCG) set in the BattleTech universe. The game was developed by Wizards of the Coast (WotC) for FASA and released in 1996.

The Rath Cycle is a cycle of three Magic: The Gathering expansions that continues the events of the Weatherlight Saga. Whereas there had previously been no official term for a trilogy of thematically or story-linked expansions, starter decks and booster packs from all three of these sets had the phrase "The Rath cycle" printed on them, firmly establishing "cycle" as the official word of choice and "The Rath Cycle" as the name of this particular cycle. It consists of Tempest, Stronghold and Exodus as the 20th, 21st and 22nd expansion sets, respectively.

References

  1. Varney, Allen (October 1996). "Reports on trading card games". The Duelist . No. 13. Wizards of the Coast. p. 73.
  2. "Game news & updates". The Duelist. No. 13. Wizards of the Coast. October 1996. p. 73.
  3. 1 2 Butcher, Andy (August 1996). "Games Reviews". Arcane. Future Publishing (9): 64–65.