Sunday, February 13, 2022
Weird Revisited: After the Flood
After a weekend of heavy rain and flooding in this neck of the woods, some uses of floods and their aftermaths in games is on my mind. There's what I've got:
The Lost City: Inundated coastal cities might become lost or at least legendary. Ys is a good example. There's typically a mystery here or at least potent magic. It might be a whole area to explore, or just a bit of weirdness in a campaign.
Looting the Depths: Jesse Bullington's The Folly of the World includes an attempted theft in town submerged by the Saint Elizabeth's Flood of 1421 (the 20th worst flood in history). "Moon fishing" is apparently the term for treasure hunting among the ruins of the towns flooded by China's Three Gorges Dam. Looting underwater would present special challenges for adventurers and a different array of monsters than the usual.
Something Strange Beneath the Surface: You already know about aquatic elves and aquatic trolls, but let's got deeper. In Swamp Thing #38, Alan Moore presents an aquatic mutation of vampires in the submerged town of Rosewood, Illinois. Any monster can have an aquatic variant but the key to making them non-mundane is having them by one-offs in unusual circumstances. The 2021 French horror film Deep House likewise has a supernatural horror continuing beneath the waters of a flooded town.
Thursday, February 3, 2022
A Roadside Picnic Discussion
A couple of weeks ago, Anne of DIY & Dragons and I had a conversation on science fiction novel Roadside Picnic and the ways it resembled and didn't resemble D&D. She posted that conversation over on her blog.
Sunday, January 23, 2022
Weird Revisited: Weird Cosmoses
I got Brass Sun: The Wheel of Worlds for Christmas 2014. Edginton and Culbard bring us a science fantasy (originally appearing in 2000AD) set in a world that's essentially a giant orrery. It's brass sun starts to die and a young girl has to go on a quest across the worlds to find the key to restart it.
Celestial Matters by Richard Garfinkle is an alternate history hard science fiction novel--though the science is the science of Aristotle! A thousand years after Alexander, the super-powers of Greece and the Middle Kingdom of China are in a protracted war. A scientist from the Delian League commands a daring expedition to fly a spacecraft built from a piece of the Moon through the crystal spheres to get the ultimate weapon, a piece of the elemental fire of the Sun, to defeat the Taoists once and for all.
Monday, November 8, 2021
The Affairs of Wizards
What is a D&D character to do after they've surpassed all those domain building levels? Epic level campaigns where the monsters are just have more hit points? Walk a path of apotheosis like some out of Mentzer's Masters Rules set?
Both of those are good, but they could also hang out in luxury, go to parties on exotic demiplane, try to one-up their fellow epic levels at every turn. In other words, they could act like the Arch-Magicians in the Rhialto the Marvellous stories by Jack Vance.
I feel like the hero/quasi-deities of Greyhawk are ripe for this treatment (see Mordenkainen's magical prep of what must be an epic sandwich in the image above), but Elminster seems like this sort of guy as well. I don't mean to suggest they would never go on something resembling a traditional adventure (Vance's "Morreion" is good inspiration, here.), but the main challenge for these demigods is out doing other beings of power. Sure you could kill Asmodeus, but wouldn't it be more civilized and rewarding to humiliate him in front of his infernal peers?
Thursday, November 4, 2021
The Conquered Setting
I've thought about this before, so I find it a strange I haven't blogged about it, but I can't seem to find the post if I did. Anyway, tt seems like one way to ameliorate problematic nature of of D&D and related fantasy game characters killing hapless humanoids to clear them from their land and take their stuff is to have the PCs being the ones fighting off the invaders. This is not guaranteed to free a setting of racist stereotypes (just take a look at Nowlan's Armageddon: 2419 AD), but it's perhaps a start. It at least makes the PCs freedom fighters rather than conquistadors.
Inspirations abound (I'll list some below) but something like the set-up of the 70s science fantasy comic from DC Starfire would work well. Two warring factions invite armies from other worlds to fight for them and wind up getting conquered by them. The mercenaries-turned-conquers might be orcs and drow, or something more exotic. Ideally, there should be a difference between them, but not a difference that makes one side particularly preferable as allies to the other. You could also have the remnants of the two native blocs (elves and humans. maybe) that called in the outsiders still be mistrustful of each other.
I think it works best if the invading forces lost cohesion due to infighting or to fighting with the other invaders, and are now only slightly more powerful that the indigenous folk, but not enough so that they can really mount a concerted effort to destroy them. Perhaps in many places the native people are allowed to live out their lives relatively peacefully as second class citizens in the alien-order (like the humans in the Planet of the Apes tv show--or any number of real world examples). There could also be some weird artificial cultures like the various *-men groups in Vance's Planet of Adventure.
Anyway, other genre works that could be inspiring:
De Camp. "Divide and Rule." Aliens conquer Earth and enforce a neo-feudal culture on mankind.
Burroughs. The Moon Men. Men from the Moon have long ago conquered Earth and reduced North American civilization to a more "primitive" state. Not dissimilar from the Star Trek episode "Omega Glory" if you replace the Communists with Moon Men--and Burroughs' original draft had Communists!
Killraven from Marvel Comics.
Monday, August 16, 2021
Savage Swords of Middle-earth: Magic
Re-reading those old posts got me thinking about the "Middle-earth in the style of Robert E. Howard" idea, and with some time to read in travel, I was thinking about the similarities and differences in Tolkien's and Howard's approaches to magic. The comparisons are interesting, and I don't think they would be difficult to fuse to a degree.
Compared to modern fantasy literature or rpg fantasy, both the Hyborian Age and Middle-earth are decidedly what we might term "low magic," which is not to say there is little magic in them. In fact, both worlds are full of things we would consider magical in the real world sense. There are any number of specially wrought items and substances that in D&D would be "magic items." Magic-users are not necessarily less powerful either, but they tend to use magic less and in less flashy--and certainly less "zappy" ways--than the D&D standard.
In Howard, you could say spellcasters are thinner on the ground. In Tolkien, that's true to an even greater degree; there are only like 6 wizards! But that's ignoring the special (magical) abilities so many people seem to evidence: the abilities of elves and dwarves to craft magical items, Bard and other Men of Dale having the ability to speak with thrushes, etc.
In an unsent letter, Tolkien addressed magic in LotR, drawing a distinction between magia (physical magic) and goeteia (charms, enchantments). For elves and spirits both of these are entirely naturally parts of the world, it's only the mortal races that view them as magic. Tolkien notes there do not rely on spells or "lore," and that humans can't perform them. This letter was unsent, though, and this last part contradicts elements of published works. The Hobbit speaks of dwarves casting spells (though maybe this is just superstition on their part and doesn't work), and even in the margins of the letter Tolkien reminds himself about Numenoreans using spells in making swords.
While Howard has the trappings of classic Sword & Sorcery spellcraft with summoned demons and dark, magical tomes, there is also an element of the psychic to his portrayal. In "People of the Black Circle" it's implied that belief plays a role in susceptibility to magic, even when it seems to be manifesting as physical phenomena, and that a lot of it's effect is hypnotism. Both Thoth-Amon and Xaltotun seem to accomplish a lot merely by directing mental energy without spell or obvious ritual.
For a more Sword & Sorcery Middle-earth, it goes without saying that Morgoth and Sauron, at least, taught sorcery to mankind. Sorcery that arises from evil and risks corruptions fits in well with a Howardian vibe (though, as I've mentioned before, not all spellcasters in Howard are evil. Just most of them!) Also, I would also have evil magic-users (Sauron, Saruman, etc.) perform more magic and more visual magic than in LOTR as written, more along the lines of things we see in Hour of the Dragon--where interestingly, keeping a magic item of power out of the hands of an ancient, awakened evil out to conquer the world is the key to that evil's defeat.
Thursday, July 29, 2021
Tolkien in Blacklight
It's well known that hippies were into Tolkien's work. Some of it's themes appealed to them, certainly, but like with Ditko's Dr. Strange comics, there was also the idea that the works might somehow be drug-influenced. That the author might be taking the same trip as them. This was, of course, a false belief, but it was one that existed.
Monday, June 28, 2021
Weird Revisited: Chances Are Walter Velez Has Illustrated Your Game
Exhibit A. See that? That's a pudgy wizard running from a dragon that looks like it doesn't have a whole lot of hit points.
This is all the PCs trying to parley with the leader of the NPCs at once.
The fight didn't go exactly how you planned? Quelle surprise.
Hassled by annoying little people? It's been known to happen.
Sunday, June 6, 2021
Dark Sun: City-States and Sorcer-Kings
art by Alcatena |
The main action of the first Dark Sun material is set in the Tyr Region, also called the Tablelands. This is an area a bit bigger than the land area of Britain or a bit smaller than the land area of Colorado, for comparison. There are seven city-states, each (at least in the beginning) ruled by a Sorcerer-King.
Thinking about revising Dark Sun with the elements I mentioned before in mind, but also with any eye to the setting's inspirations, I find the Tyr region a little bland. Each of the city-states has a real world culture as inspiration (sometimes maybe a mashup of two), which gives you a bit more of a hook than just generic D&D Sword & sorcery city-states, true, but I think we can do better--at least in terms of my stated goals.
Here I would look to Planetary Romance, as it's a genre full of city-states separated by desert: Mars/Barsoom and Llarn (from two Gardner Fox novels) come to mind, but there are lot of others, and we don't need to limit ourselves to inspiration from only desert planet planetary romance. What these stories typically portray are cities at once more homogenous and more flavorful than Dark Sun's as presented.
Most Planetary Romance takes place in a cultural region sometimes covering a whole planet. The cities in that region mostly have the same political arrangements, speak the same language, and have a consistent material culture. In order to make then distinct (and interesting places for adventure), they tend to have one unusual thing about them. It could be one of the things I mentioned above is slightly different or it could be the pursuit of some exotic pastime, a cultural eccentricity, an exotic terrain/natural resource or something physically about its people. (Flash Gordon and Mad Max: Fury Road represent the extreme end of this, perhaps, with polities that are essentially themed.) The more flavorful unique elements, of course, tend to be on the fantastic side rather than the mundane. My post on the Sword & Planet setting of Zarthoon illustrates this, though it leans a little in the Flash Gordon direction. Still, it gives you the idea.
This game in Storm is one of those unique elements |
Dark Sun at once makes the cities a bit distinct in terms of mundane details, but they are mostly lacking that hook--a fantastic element to spur adventure. The Dark Sun cities in most cases don't have a high concept thumbnail description, unless you reference what real world culture inspired them.
The description of the Sorcerer-Kings themselves is part of the problem. A bit more "wizard from Thundarr" vibe would certainly help, I think. There is a transhuman aspect to what the what the Sorcerer-Kings are after, so I feel like they should, at least in some cases, feel like they are moving away from human a bit. maybe?
So from this perspective, I plan to take a look at the city-states in upcoming posts.
Monday, May 24, 2021
Army of the Dead and "The Job Gone Wrong" Adventure
I watched Army of the Dead on Netflix this weekend and thought it was pretty enjoyable. Briefly, it's the story of an eclectic group hired to get $200 million in cash out of a Vegas casino vault. The catch being Las Vegas is walled off after having been overrun by zombies, and the government plans to destroy the city with a tactical nuclear weapon in just a few days.
As a combination of a heist film and a zombie movie, it's heist aspect is probably most compelling. There is only mild inventiveness in its zombie aspects, consisting mostly of making that like the "vampires" in I Am Legend--and I don't mean "bad CGI" but instead fast, strong, and able to work in a group. As a heist film, it is less a caper film like Ocean's 11 or Kelly's Heroes, and more a "job goes wrong" film like Reservoir Dogs or Dead Presidents. In fact, I'm fairly certain it's not the first horror film or thriller with larcenous job and a group of competent professionals at its center.
Anyway, I think this sort of set up would make a good roleplaying game adventure, at least for a con game or one shot. A con game or one shot, because there's a very good chance that all the characters (or most) aren't going to make it out a live, so why plan for a future unlikely to happen?
In a con game, you could seed the pregens with hidden motivations that would goad them into derailing the mission, though I suppose you could let the player's make up the characters and just have a random secret motive table.
I think it could be a lot of fun with the right group.
Monday, May 10, 2021
More from the Alex Toth Casting Agency
Sunday, April 18, 2021
Weird Revisited: Secret City
An email from a friend on every Russian's favorite holiday destination (not really) of Zheleznorgorsk (it's flag is pictured above), reminded me that secret cities aren't just for hidden cultures in comic books.
Zheleznorgorsk used to be called Krasnoyarsk-26 (like all Soviet secret cities, it was designated by a post office box). This town made produced weapons-grade plutonium. All the Soviet "closed cities" were doing secret military (mostly nuclear) or space stuff. The cities didn't appear on maps and could only be accessed by special permit.
This sort of thing just didn't go on in the USSR; Oak Ridge TN was similar deal in the U.S. during the days of the Manhattan Project.
The gaming value of a secret society out to be obvious. Beyond the spy/espionage genre, what better place for a zombie outbreak to start or a legion of Soviet Man-Apes to be based? Of course, if none of that is fantastic enough for your setting, Brigadoon (or Gemelshausen)--or it's gore-splattered, redneck counterpart--is just another sort of secret city
Thursday, March 4, 2021
Twilight: XXXX
Twilight: 1945
Germany gets the bomb, but it isn't enough to save the Third Reich, just enough to take basically everyone else down with them. The players are allied troops stranded in Europe, just trying to make it it back home.
Sunday, February 28, 2021
Underground Freaks
Paul "Gridshock 20XX" Vermeren used to talk about running Operation Unfathomable as a superhero thing. I don't know exactly what he had in mind, but I think it would be most interesting to do something with weird powers bizarre deaths underground that combines superheroes with an old school D&D mentality.
Marvel published a comic in the 80s by Peter Gillis and Brent Anderson called Strikeforce: Morituri about a group of individuals given powers to fight an alien invasion. The catch is that they will die within a year as a side effect of the process that empowered them.
With something like my modern Operation: Unfathomable idea where a group of volunteers (or maybe a suicide squad of "volunteered" criminals) get exposed to chaos and mutated into something more than human in order to complete a mission in the Unfathomable. I'm sure there's some old school based superhero system that could provide powers. Perhaps just a random table of spell or monster trait inspired powers would do.
Monday, February 22, 2021
Superhero Concepts
Superhero characters in rpgs that feel like characters from comics (and now probably film) can be tough for players, in my experience. Most supers rpgs try to make this easier by suggesting archetypes, but these archetypes are typically based on power types (blaster, elementalist) or role (brick).
I think the best way to construct authentic feeling superhero characters (This is always assuming emulating comics in this fashion is the goal. If you want to just play people with powers, well that's cool. too.) is to construct them from parts of familiar characters. Here's a couple of examples:
The Atom: This character was part of a series where I imagined how Stan Lee and 60s Marvel staff would have revamped DC's Golden Age characters, like a Mighty Marvel version of DC's Silver Age. This Atom was a socially awkward, 98-lbs. weakling (Peter Parker like), who got transformed in an experiment into a green monster at first (like the Hulk) but later was able to contain his power is a special suit and control it (Captain Atom and Solar have had this aspect at times).
Damselfly: Is half of an alien cop duo who came to Earth chasing a criminal (like the Silver Age Hawkman and Hawkgirl/woman). She broke with her partner and has a power set more like the Wasp. She has an African American appearing civilian identity and is a empowered female character in the 70s mold (both aspects of Bronze Age social relevance.)
So for both of these Power, Origin, Motivation/Background come from different places. Many of these traits could be genericized, to be sure: "accident" is the origin of Spider-Man, the Hulk, Captain Atom, and Solar, for instance. But I think pulling details and instances from actual characters provides a richer substrata perhaps than reductive llists.
But what if someone isn't a comics reader? Well, in 2020, more people have probably developed an interest in superheroes and superhero gaming through movies. I don't think this sort of "cannibalizing for parts" is limited to comics--or even necessarily superhero media.
Sunday, February 21, 2021
Weird Revisited: Alternate Prime Material Planes
One of the complaints against the standard D&D Planes is that, while conceptually interesting perhaps, its hard to know what to do with them as adventuring sites. One solution would be to borrow a page from science fiction and comic books and replace them with a mutliverse of alternate worlds. These would be easy to use for adventuring purposes and could put an additional genre spin on the proceedings. Here are a few examples:
Anti-World: An alignment reversed version of the campaign setting. Perhaps humanoids are in ascendance and human and demihumans are marauding killers living underground.
Dark Sun World: In this world, the setting underwent a magical cataclysm in the past and is now a desert beneath a dying sun.
Dinosauria: Mammalian humanoids are replaced by dinosaurian humanoids.
Lycanthropia: The world is cloaked in eternal night and lycanthrope has spread to most of the population.
Modern World: This version has a technology level equal to our own (or at least the 1970s) and the PCs have counterparts who play adventurers in some sort of game.
Spelljammer World: A crashed spacecraft led to a magictech revolution and space colonization.
Western World: Try a little sixguns and sorcery and replace standard setting trappings with something more like the Old West.
Monday, February 15, 2021
Bronze Age of Comics Counterfactual
What if somehow the deal that saw Marvel sold to Cadence and (eventually) Martin Goodman out of the company had gone wrong in some way? I don't have a single pivot point to make this an honest to goodness alternate history, but let's just assume Marvel was crippled sometime in the early 70s, and DC was the beneficiary of an influx of young talent needing jobs. This talent glut may have also weakened the hold of DC's old guard editorial, opening up DC to innovation that were definitely needed.
In one sentence: What if 70s Marvel had basically happened at DC?
Now, since this is ostensibly a gaming blog, I am more focused on how certain storylines or character intros might have transpired at the Distinguished Competition more than "wouldn't Batman have been great under creator [x]?" mainly because I think that focus is no less interesting, and more supers rpg gameable.
Here are some highlights:
Starlin takes over Green Lantern after the commercial failure of "Hard Traveling Heroes" and goes cosmic. GL battles a new assault by Darkseid (Starlin becomes the first writer to tackle the Fourth World after Kirby's series ended) and eventually even gains cosmic awareness through an encounter with the being that first set the Guardians on their path.
Steve Gerber brings his off-beat style to a revival of the Doom Patrol, and makes the adventures of the Swamp Thing even stranger.
Len Wein and Dave Cockrum bring some new members to the Legion of Super-Heroes, and Claremont follows for a long run. He also pens the limited series, drawn by Frank Miller, that makes Timber Wolf a star.
That's just for starters, but you get the idea.
Monday, February 1, 2021
Appendix X Minus 1: Pulp Uranus & Its Moons
This continues my pulp DIY anthology of the solar system I first mentioned in this post on the Jovian moons. This time, another cold, distance spot less glamorous than Mars or Venus: Uranus.
"Code of the Spaceways" (1936) by Clifton B. Kruse - A tale of far places, of men who are not afraid, of life on the star trail.
"Derelicts of Uranus" (1941) by J. Harvey Haggard - Here is Adventure and Danger. Mud-fishers, and a girl, — and a quasi-human looking for trouble.
Titania
"Salvage in Space" (1933) by Jack Williamson - To Thad Allen, meteor miner, comes the dangerous bonanza of a derelict rocket-flier manned by death invisible.
"Shadrach" (1941) by Nelson S. Bond - Once, in Bible times, three men were cast into a fiery furnace—and lived! Now, on far-off, frozen Titania, three space-bitten Shadrachs faced the same awful test of godship.
Oberon
void when yon know where a great treasure lies.
Sunday, January 24, 2021
Tenet and Further Meditations on a 4-D War
I saw Tenet last night, and I thought it was good, but I am typically a fan of Nolan's work. If you aren't I can't say you would like this one more than the others. It most resembles Inception with a plot involving a degree of spy fiction doings, overlaid with a science fictional conceit that is a strong, visual representation.
The film underscores nicely--and it's something I've talked about here before (this post is really just a reinforcement of those ideas, so check it out)--is how time travel/manipulation is how a temporal cold war provides a great set up for espionage paranoia. Shifts in allegiance and betrayal can have retrospective as well as prospective effects, and individuals changing over time can bring them in direct conflict with themselves in a very literal way. Your worst enemy could indeed be yourself.
Futility and fatalism, sometimes and aspect of spy stories, are played up in this sort of setting. If the best case scenario is that the world doesn't change drastically, then the protagonists are always stuck fighting for the status quo, no matter what the personal cost.
Thursday, January 21, 2021
Appendix X Minus 1: A Pulp Solar System Anthology
"Redemption Cairn" (1936) by Stanley Weinbaum - Here is one of the last stories by one of the outstanding writers of science- fiction. Remember him as you read it.
"Mutiny on Europa" (1936) by Edmond Hamilton - An unnerving spectacle we must have been to them!
"Repetition" (1940) A.E. van Vogt - Because a people live on a planet, it does not mean that they have a civilization on that planet. First they need to learn the old tricks and make them new.