Friday, March 13, 2026
Weird Revisited: Sectaur Gear
Friday, March 6, 2026
Dungeons & Baubles
The Revenger Trilogy is a series of science fiction novels by Alastair Reynolds. In a future millions of years hence, there is a spacefaring civilization amid ancient habitats that form a Dyson Swarm around the sun. Sisters Adrana and Arafura Ness flee their stifling life of wealth to become "bone readers" aboard a solar sail privateer searching for ancient, technological artifacts.
Things don't go simply easily, as their ship falls prey to the infamous pirate, Bosa Sennen. From that encounter, the sisters are propelled into danger and more adventure than they ever wanted, and ultimately, the deep mysteries of their civilization.
The books are highly enjoyable in their own right, and the world would make a great rpg setting, but beyond that, I think that, in part, they are excellent inspiration for dungeoncrawling sort of adventure in any setting.
Working Class Treasure Hunters
The "dying in holes in the ground" aspect of low-level D&D beloved by old school play is poorly represented in the fiction of Appendix N, but the Revenger series very much portrays this sort of thing. Privateer crews are typically hard luck folks with scars, missing limbs, and stories of former comrades lost in the pursuit of that elusive big score. Such crewmembers have specialties: readers, openers, appraisers, to be efficient in the unglamorous work of seeking out treasures. These treasures are often strange--not as strange as things brought from the Zone in Roadside Picnic--but things that the current civilization can't make nor sometimes even guess their intended purpose. In these novels, these items often function as low level, utilitarian magic items.
Dungeon Lore
Having good intelligence on Baubles is a crucial part of "cracking" them. Baubles are surrounded by force fields that only open at certain times and openers rely on information from other privateers and their own readings and calculations to augur the time and duration of openings. Acquired maps are also essential for efficient and profitable "delves." Baubles have colorful names like His Foulness, the Cuckoo, Wedza's Eye, and the Yellow Jester, and their own internal arrangements and hazards.
Creative Uses
I mentioned before items brought out of Baubles, well their are obvious things of value like quoins (their unit of money), robots, or energy weapons, but also things that can be used less obviously in the privateers life. Bosa Sennen's dread ship has near invisible black sails made from catch cloth found in Baubles: a material that responds to some unknown and otherwise undetected emanation of the sun. Privateers prize even small peices of look stone, a strange glass-like substance that when peered through allows the ability to see through solid object.
The Revenger series presents, in part, professional treasure hunters focused on resource-oriented and practical aspects of their trade. There are few "monsters" presented--just the pirates and one other threat I won't give away. The dangers are traps or merely hazardous aspects of the environment. These aspects make more solid inspirations for elements of D&D that don't usually get much of a showcase in fiction.
Monday, March 2, 2026
A New World
With our Land of Azurth campaign nearing its conclusion, I've been thinking about what might come after. Or more truthfully, I've thought of several things that could come after in the last few months as I've felt the end was nigh.
Currently, I've been considering a variation on an idea I've had before: a high adventure occasionally dungeoneering fantasy world inspired by Japanese Standard (Western) Fantasy. Magitech will plan a big role in the setting, and there will be a loose approach to anachronism (even looser than standard D&D settings). This sort of setting will also support the expansive "ancestries" available these days in 5e and high action combat.
The incursion of "demons" (more like the broader D&Dism of fiends than the specifically chaotic evil variety) in service of a Demon King that will reside in the dark side of the physical world rather than a separate plane. I think the world will be shape like an inverted bowl with the demon world being within the concave surface. The "rim" will be the Terminator, a region that never sees more of the sun than twilight and holds numerous lonely fortifications to watch for demonic incursion.
To the extent that it will be variant from standard D&D, I don't worry much about my players accepting it. They've been playing in Azurth for over a decade so that shouldn't be a problem! I do want it to be distinct from Azurth though to provide a somewhat different experience.
Friday, February 20, 2026
Dungeon Innovations
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| Tsutomu Nihei |
Master of the Dungeon
Rpg dungeons sometimes have bosses, but mostly they seem to sit and wait for dungeoneers to get to them. In other media, they sometimes take a more active role taunting the protagonists or bedeviling them in various ways before the ultimate conflict. While this might become tedious, I feel like when used judiciously, it could be an interesting change of pace.
Time Trial
Despite the emphasis on resource management in some dungeon games, I don't think I've seen a dungeon that opened and close on a certain schedule. This is the case in all the "bauble"-based vaults in Reynolds Revenger series and forecasting the opens and how long they will last is an important job for looters. The anime adaptation of I Left My A-Rank Party... also has some dungeons for which time is a factor, as I recall.
A dungeon with strict time limits, in addition to adding pressure to move quickly, would also force characters to have some strategy about what they explore and loot. Do you try for the big-ticket items immediately or focus on quick exits with lower value items?
A Team Sport
While adventuring guilds aren't ubiquitous in settings, they're an established element. What I don't think I have seen in a rpg setting, though, is competing guilds or organizations (larger than individual parties). Inspiration could be found in the chariot racing factions (demes) of Byzantium or Roman collegia.
Monday, November 17, 2025
Weird Revisited: The Androids' Dungeon
What would be the point? Well, it would be an interesting mystery to add in the background of a science fantasy sort of campaign (like a variant Anomalous Subsurface Environment, maybe). Also, the increased durability and easy resurrection of posthumans would explain some things about how D&D works as written but it could also be used to ramp up the carnage (and probably the black humor). Death wouldn't necessarily mean starting with a new character most of the time, it would just mean starting with the same character, poorer than before or owing a debt to somebody.
Monday, October 27, 2025
Weird Revisited: Alternate Ravenlofts
Friday, October 17, 2025
Gameable Fiction Settings
Finding the audiobook of Simon Green's Deathstalker free on Audible until next week, I decided to revisit it. It's a book I read in the 90s, but I've found most of it has stuck with me, and my impression hasn't changed. It's high of action and invention, but above all, it's a really rpg setting-like world.
Of course, almost any setting is gameable, but some worlds seem have been built with the requirements of game settings in mind: distinct character types with cool abilities, sources of those cool abilities as setting elements, and factions in varying degrees of conflict. The Deathstalker series has all of this and the kitchen sink: noble houses, rebel ESPers, rebel cyberpunks, a sleeping cybernetic army, an inimical AI civilization, and mysterious alien threats. Sources of "power" including intensive training, cyber-and biotech enhancements, weird alien tech, and psionic abilities. And there are swordfights.
All of this reminds me of a gaming setting. It says "play me," I think, more than any rpg tie-in fiction I have read (which isn't a lot, admittedly, but some).
Another series with this quality is Stephen Hunt's Jackelian novels. They are steampunk at base, but also sport robots, feyblooded mutants, biotech, Lovecraftian ancient gods, and a number of post-apocalyptic secrets. I gave them a fuller overview here.
I'm sure there are other such book series out there. Sykes' Graves of Empire series is in that vein, though not as kitchen sink as the above. Certainly, mainstream comic book universes are this and then some.
Monday, October 13, 2025
The Funhouse Crawl
This past weekend, I visited my mother's family's old hometown of Panama City Beach, Florida. I got a chance to show my kid one of the landmark's I remembered from my childhood, the kitschy miniature golf course known as Goofy Golf. The firebreathing pink dinosaur that once demanded your attention at the roadside is, alas, no longer there, but the sphinx, giant ape, statue of Buddha, Asian dragon, Easter Island head, and assorted more mundane dinosaurs are still in evidence, along with rockets, windmills and the like.
I feel Goofy Golf is good inspiration for a point- or hexcrawl. I don't mean in its specific set-pieces (not necessarily, at least) but in the way it's basically a spread out funhouse dungeon. I like a good, well-thought out setting as much as the next guy, but I also enjoy the kitchen sink weird lost worlds. I'm thinking of things like Ka-Zar's Savage Land or the world beyond the Bermuda Triangle Skull the Slayer gets sucked into. Hollow World has more than a little of this vibe with cavemen, Rip Van Winkle still dwarves, and gaucho orcs, but there isn't as much of this done in gaming as there could be.
Making it a bounded location to be explored like a pocket dimension or lost world frees it to strain seriousness and consistency in a way than might not work in an entire setting.
Monday, September 15, 2025
Appendix Nth: Inspirational Media for Rifts
The recent blast of Rifts related Bundles of Holding had me not only spending a bit of money (with 5 bundles one was bound to get me!) but also got me thinking about the lack of a sort of "Appendix N" documented for the game. In fact, so far as I can find on the internet, its creator has never really discussed his influences, though apparently he has said it grew out an earlier version called Boomers focused on the mecha pilots later called "Glitter Boys." The former name was abandoned when someone told him the term was used in Bubblegum Crisis (which rules that anime out as an influence).
So, I want to look back at the media prior to August of 1990 and think about the things that seem like plausible influences on Rifts. Obviously, I have no way of knowing whether any of these things actual were, but they'll be at least somewhat educated guesses, using what is known of Siembieda's interests.
I'm going to stick to things with multiple points of applicability. Firestarter, for instance, might be an inspiration for the burster (or might not), but that's really the only Rifts-relevant point.
Damnation Alley (1977) - post-apocalyptic with a team with a cool vehicle.
Monday, September 8, 2025
Revisiting Skaro
Friday, September 5, 2025
Readings in Planetary Romance: Lost on Venus
Not too long ago, I made the case for Planetary Romance, and particularly its Sword & Planet (sub-)sub-genre, as good fodder for role-playing games, particularly games focused on exploration of the sort come to old school hex and point crawls. I've recently re-read the first of Edgar Rice Burroughs Venus series, Pirates of Venus (1932) and read for the first time its sequel, Lost on Venus (1935). These provide could examples of the Sword & Planet virtues I mentioned.
The Venus series follows the adventures of Carson Napier, young engineer and daredevil, who's launched out in a missile for Mars, but due to faulty calculations, winds up on Venus. Unlike most epic fantasy or even Sword & Sorcery heroes, but like most of his Sword & Planet brethren, these adventures largely come down to him being lost a lot and stumbling onto monsters and weird civilizations.
In Pirates of Venus, he falls in (literally) with the Vepajan loyalists in exile, in a city built high in titanic trees. After learning the language, he gets a job as a tarel gatherer in training, which turns out to be a dangerous line of work, as tarel is the silk of a giant spider. After getting lost in his first outing, he and a friend end up on the ground, where they encounter more hostile wildlife before being taken as slaves by birdmen working for the Vepajan's enemies, the Thorist revolutionaries.
Taken on board a Thorist vessel, he foments a conspiracy among the other slaves and leads a mutiny to take control of the ship. They briefly turn pirate (or privateer without letters of marquee since they act in Vepaja's interests), until the Vepajan princess Carson is in love with is abducted by Thorists into the wilderness and Carson gets tossed overboard in a storm.
Lost on Venus picks shortly after that, when both Duare (the love interest) and Carson have been captured and taken to a Thorist colonial settlement. There, Carson is placed in a death trap with 7 deadly doors. He escapes though and manages to rescue Duare through a series of the sort of coincidences that Burroughs is famous for. They run into and get lost in the Venusian forest where they have to avoid dangerous animals and cannibals and figure out a way to get food, which involves making a spear and bow and arrows.
Eventually, there's a capture by a mad scientist-type with an army of undead (and another escape), then Carson winds up in an advanced, scientific "utopia," which is really a totalitarian state with an obsession with genetic purity. And then they escape...
If this all sounds rather episodic, well it is--in exactly the way roleplaying games are episodic. The deficits (at least in this regard) these originally serialized stories have as literature are virtues for the table. Finding food and shelter is a concern, too, in a way it might be in a hexcrawl, though the plot armor provided Burroughs' characters ensure none of them starve.
Burroughs' protagonists, and Sword & Planet protagonists in general, are often more reactive than players are or at least often like to be. Things happen to them, or they are forced into a certain course of action. I feel like some of this is broadly acceptable, though there should usually be ways to avoid an encounter by cautious players, and there should always be multiple of ways out of any predicament.
Friday, August 29, 2025
Random Appendix N Campaign Concept Generator
Protagonists like [A] in a setting like [B] with magic like [C].
Roll Author1 Poul Anderson2 Leigh Brackett3 Lin Carter4 Edgar Rice Burroughs5 L. Sprague De Camp6 De Camp & Pratt7 Lord Dunsany8 PJ Farmer9 Gardner Fox10 Sterling Lanier11 Fritz Leiber12 H.P. Lovecraft13 Abraham Merritt14 Michael Moorcock15 Fred Saberhagen16 Magaret St. Clair17 J.R.R. Tolkien18 Jack Vance19 Manly Wade Wellman20 Roger Zelazny
Monday, August 11, 2025
The Non-Fantasy Origins of Fiend Folio Monsters
Here are a few I'm aware of whose origins I think are generally accepted, but I'm sure there are more:
Grimlock
(by Albie Fiore)
Inspired by the morlocks in H.G. Wells' The Time Machine (1895), particularly their portrayal in the 1960 film by George Pal.
Meenlock
(by Peter Korabik)
While the name likely has its origins in Wells' morlocks again, their portrayal adapts the demonic entities from the 1973 TV movie Don't Be Afraid of the Dark written by Nigel McKeand and remade in 2011 by Guillermo del Toro.
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| Art by David Mattingly |
(by Andrew Torchia)
Their name was possibly coined by blending Sasquatch and Sagoth, a race of ape-like humanoids (serving the "orc" role) appearing in Edgar Rice Burroughs' Pellucidar series, first appearing in At The Earth's Core (1914).
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| Art by Frazetta |
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| Art by Wayne Barlowe |
Monday, August 4, 2025
Spelljammer Like This
Friday, August 1, 2025
Inspiration Excavation
Earlier this week, Anne reminded us of an old post where she discussed her earliest, fantasy inspirations. It reminded me of my own fantasy genre prehistory. I wrote a bit about it in my very first post on this blog back in 2009:
In my personal pre-history (which is to say the mid-seventies to the dawning of the eighties), there was already in my brain a nascent cauldron of fantasy abubble: The Wonderful Wizard of Oz conjured by the voice of a babysitter, King Arthur for boys illuminated by NC Wyeth, four-color barbarians on spinner-racks, Myth and legend sifted by Bullfinch and Harryhausen, singing hobbits and rotoscoped orcs, power swords split in twain on not one, but two, alien worlds; an elf, a dwarf, a giant--and a slayer named Hawk, the doom that came to Vermithrax Pejorative, fantasylands with oracular pigs and messianic lions.
I also not in the post the inspiration for my first character (in AD&D): An elf fighter/magic-user inspired by the protagonist in the Endless Quest book by Rose Estes, Mountain of Mirrors.
That's not the only thing in my gaming history I can trace to a specific source. For another example, I've used flightless birds as mounts in several campaign worlds I created, I suspect all traceable to this cover by James Gurney for a book I haven't read:
Monday, July 21, 2025
Why Isn't There A Game for That? [Update '25]
Humorous Adventure Pulp
Basically this would cover the whimsical, fantastical, and often violent world of Thimble Theatre (later Popeye) and the Fleischer Popeye cartoon. A lot of fist-fights, fewer guns. This would also cover Little Orphan Annie, various kid gang comics, and (on the more violent end) Dick Tracy.
Update: Still nothing, really. Acheron Game's Helluva Town does a sort of Roger Rabbit or Cool World sort of setting, so references things like Popeye, but it's not quite the same thing.
Wainscot Fantasy
Little creatures hiding in the big world. Think The Borrowers, The Littles, and Fraggle Rock.
Update: Some progress here! Household by Two Little Mice does this sort of thing, though from its specifically about fairies. There's also a game called Pixies and one called Under the Floorboards that specifically namechecks The Borrowers.
Kid Mystery Solvers
Scooby Doo is probably the most well-known example, but you've got several Hanna-Barbera returns to the same concept. Ditch weird pet/side kick, and you've got The Three Investigators, Nancy Drew, and the Hardy Boys.
Update: There's Meddling Kids I mentioned in 2019, and then there's The Mystery Business that debuted in 2024.
Wacky Races
I've written about this one before--and Richard has run it. Still needs a game, though.
Update: Still just the board game, so far as I know.
Friday, July 18, 2025
Peacekeeping Mission to Mars
I was thinking about Leigh Brackett's Mars today (as I often do) and reflecting on how it isn't very science fictional at all, so that if you advanced the timeline of its colonial Mars about half a century to a century, you might get something that looks a bit like our modern world except with spaceships where Terran peacekeeping forces get bogged down in insurgencies or civil wars on Mars (or Venus).
With a set up like this, you could do the pulp Mars version of modern films set in conflict zones like Blackhawk Down or even better Three Kings. If you went with Earth in a sort of Cold War, you could even wind out with a Twilight:2000 sort of situation would troops lost on Mars and trying to figure out what to do next.
Friday, July 11, 2025
Ozoom Revisited
Scott Martin can be blamed for this post for pointing out the similarities between Oz and Edgar Rice Burroughs fandom....
Mars is dying and has been for millennia. The only truly fertile land left is the squarish Land of Oz, surrounded on all side by deadly desert.
Oz has four countries, each home to a different race of men. The east is the home of the Blue Men, short in stature and friendly. It was once under the tyrannical rule of an ancient crone, but she was felled by a little girl from Earth. In the South is the Country of the Red Men, ruled by a benevolent queen. In the west are the Yellow Men, who are renowned for their technological skill. They are ruled by a metal man. The northern country is the land of the Purple Men. They've been ruled by a succession of queens, each with a mastery of the powers of the mind.
In the center of Oz is the Emerald City-State, and it's lofty spires and magnificent domes are made entirely of crystal. Their true color is in a part of the spectrum neither human nor Martian eyes can perceive, but the city's people wear optics which convert the color to green. It was formerly ruled by a man of Earth, a charlatan and huckster, but the rightful queen has been restored, after having spent her youth in exile, disguised as a boy.
Young Dorothy Gale was transported to Mars by a strange storm that tossed her, along with her dog and her home across the astral void. She killed a witch, exposed a charlatan, and helped restore the rightful ruler of Oz. She didn't do it alone. She was aided by a Lion Man, exiled for his supposed cowardice, an artificial man without the ancient brain that formerly guided him, and a Yellow Man whose mind was had been placed in a metal body. The companions took the Golden Road that followed the ancient canals that terminated in the great Emerald City, then undertook a quest to depose the witch that ruled the Yellow Men and who forced them to use their knowledge to build her an army of conquest.
This was only the first on many trips Dorothy Gale made to Mars. That young farm girl became a dying world's greatest hero.
Monday, July 7, 2025
Prophet of the Wyvern's Word
Though the deadline's are tight, I thought it would be fun to join the Appx. N Jam over on itch. The challenge is to create an adventure homaging the style of the pulpier fiction of the fantastic of Appendix N. Your given a title and you have to work with that to create your short adventure.
I got "Prophet of the Wyvern's Word," for which I think I'll take inspiration primarily from one of my favorite's: Leigh Brackett, as well of a lot of general pulp fiction ambience. It will be a challenge getting everything done in the time less than 25 days remaining, but since it has to be 4 pages of less, I figured it was worth a shot.
Above is my work on a banner. I based it on the hand drawn title text of the Ace Double of People of the Talisman from 1964.
Friday, June 6, 2025
Further Thoughts on Magic
Thinking about my Monday post further (and reading more examples of magic in McKillip's Heir of Sea and Fire), I feel like the part that perhaps the most central element to number of these magic systems I like is that they demonstrate Frazer's concept of sympathetic magic.
Raderle can create a powerful illusion of large lake, by digging a fist-sized hole and pouring water into it. Arthur in The Revolutions can snap a chair leg by snapping the stem of a wine glass. These are both examples of similarity, or like producing like.
The other common employed aspect of sympathetic magic is contagion. It shows up quite a bit in The Revolutions, but I don't think I quoted an example. It's where an item that was once physically connected to someone or something else still has a magical connection to that thing. This is being able to cast a spell on someone because you have a lock of their hair or the like.
Similarity shows up some in D&D spell material components, but I think more of these are sort of jokey correspondences instead. These things are fine and could even be flavorful for bigger spells or more complicated rituals, I think more spells that used a perhaps caster-specific but reasonable application of similarity and contagion.












































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