Showing posts with label inspiration. Show all posts
Showing posts with label inspiration. Show all posts

Monday, January 9, 2023

D&D Icons


Thinking about the 13th Age Icons this weekend, I think it would be fun to replace them with these guys. Really, it wouldn't take much modification of the official 13th Age crew. 


Caruso the Bard probably wouldn't make the cut, though.


Monday, December 26, 2022

[Book Club] A Dungeon Hiding in Blindsight (part 1)


This is the second in a series of chats between Anne of DIY & Dragons and me about dungeoncrawling (or dungeoncrawling inspiring) science fiction. This installment's topic: Blindsight by Peter Watts.

Trey: So, obviously (like Roadside Picnic) Blindsight isn't strictly a "dungeoncrawl" novel--but I think it has some interesting things that might inform dungeoncrawls.

Anne: It certainly has a section of dungeon-like exploration. And one that's kind of consistent with a scifi mini-tradition of people using clones or backups to explore an alien space so deadly that it requires multiple "lives" to traverse.

Trey: Yes. It's a "killer dungeon" as many sci-fi ones are.

Anne: I'm thinking of Aldis Budrys's Rogue Moon and Robert Silverburg's The Man in the Maze as the earliest examples I'm aware of. But Alistair Reynolds's "Diamond Dogs" novella would be another more recent example. I think I've jumped the gun a bit here though. We should probably say a little more about Blindsight generally before getting into the details.

Trey: Good point! Blindsight concerns what happens after Earth receives an alien visitation (not unlike Roadside Picnic in that regard!), but technology is advanced enough that humans can pinpoint where the visit came from in the edge of our solar system and sends first probes and then a (trans)human team to intercept. What they find isn't some more and fuzzy first contact, but a vast and alien intellect with which no communication is really possible. An intellect that wants humanity dead. It takes a while for the team to piece this together though, but all the while the alien is trying to kill them.

Anne: It's been a few years since I read it, so forgive me if I'm remembering wrong, but the near-lethal dungeon is a kind of trap, isn't it? The alien made something that was almost too dangerous, but just safe enough that the team would give in to the temptation to explore it. And while they're focused on the threat of the environment, the alien intellect is up stuff in the background.

Trey: The alien lives in a high radiation environment so some things are hostile because they just are, but it is effectively experimenting on the explorers. This is killer dungeon where the dungeon and the monsters are inseparable.

Anne: "Inseparable" is a good way of putting it! The amount of connection between the intelligence (which calls itself "Rorschach"), the space the human team is exploring, and the monsters that live inside that space is one of the few things the team successfully learns.

Trey: Yes, it's an interesting concept we haven't quite gotten in dungeon ecology (I don't think). The living dungeon where the monsters aren't just local fauna/flora but essentially cells in a great body. I'm sure someone has suggested that, but I've never seen it actually carried through.

Anne: The dungeon as body of giant monster is more of a scifi concept than a fantasy one, and it does lend itself to drawing on real-world biology as a starting point. The film Fantastic Voyage (with the shrink ray and submarine going inside a human body) is one approach, but it focuses on the sense of wonder, and maybe the didactic opportunity, more than the unsettling or horrific feeling you could get from realizing that the dungeon itself is alive.

Trey: I think it's perhaps rpgs have tended to be rather conservative in their approach to fantasy. From a practical standpoint that presents a low bar to entry, perhaps. There are rpgs with living dungeons though, 13th Age, for instance. Mostly nonbiological but I think there have been a couple of those.

Anne: The Borg Cubes in Star Trek are kind of like living dungeons. I mean, the ships themselves are entirely mechanical, although they function more like bodies than like starships. The Borg themselves are cyborgs, but their bodies seem to be mostly robotic, with only a vestige of biology remaining. In that case, the individual Borg are kind of like cells within the body. 

Trey: Very true! It strikes me that the Rorschach and its cells introduce a way to deal with the problem of the typical, distasteful narrative of dungeoneer in D&D. If dungeons arrive unbidden and spew forth creatures that you can't communicate with and want to kill you, well clearing them out is a bit easier to justify.

It's kind of the premise of my "Apocalypse Underground" series of posts from years back.

Anne: I wonder if that's something that living dungeons often have in common? They represent a threat that almost has to be explored because of the danger it poses. Roadside Picnic's like that too - the Zone appears one night, and everything inside it is contaminated and ruined by its appearance. At least some of the people going in are the ones who were displaced by it showing up.

Trey: That's a good thought. People who are displaced and lose their homes and livelihoods may need what valuables can be wrested from the dungeons.

to be continued

Thursday, December 22, 2022

Wordbuilding Through Social Connections


I've written before about the ways D&D is like (and could be more like) wuxia media. Reading a couple of works by Gu Long before delving back into Legend of the Condor Heroes by Jin Yong again, I've been struck by something else D&D-ish fantasy gaming code steal. 

Unlike most Western fantasy fiction and perhaps even Western adventure fiction (which is, admittedly, the more analogous genre to wuxia) wuxia fiction world building doesn't rely as much on description of locales above the single building level. Jin Yong's fiction does give us some local color at times--a description of the region of Lake Tai or the steppes of Mongolia--but it's a relatively small amount compared to say Robert E. Howard's Conan for the page count. Gu Long's stories sometimes come across as almost taking place in a vague "Wuxia-Land" comparably to a "fairy tale" Europe of knights and dragons--or the environs around a D&D dungeon containing the necessary locales at not much else.

What really does the worldbuilding heavy lifting in these stories is the description of the world of the Wulin or Jianghu: the styles, techniques, and personalities--but particularly the relationships between practitioners. This is seen most robustly in Legend of the Condor Heroes with its generations of shifu and students. 

Sometime before the main action of the story the five greatest martial artists of the land came together in a contest to decide the possession of a legendary manual of kung fu secrets. These masters each had a distinct style and resided in a particular cardinal direction. By their nicknames they are the Northern Beggar, the Southern Emperor, the Central Divinity, the Eastern Heretic, and the Western Venom.

These characters' influence is felt throughout the story, and their various students and scions interact, jockeying for power, playing out old enmities, and uncovering secrets.

I think this factional approach could be put to could use in worldbuilding in fantasy games. Instead of inventing various cultures and regions (though there's no reason you can't do that too) establish a relatively culturally homogenous region and instead link characters in some way to various factions. The Icons of 13th Age sort of do this, I think. (I think, because I've really only ever read about 13th Age.)

This sort of approach makes the worldbuilding potentially of more interest to players because it more directly impacts them in play. Maybe they don't start out knowing much about other factions, but if the game is run in the right way, they soon will--or at least will be motivated to learn more.

Thursday, December 15, 2022

Jianghu Dungeoncrawl Sources

 


After my previous blogpost, fellow blogger and Asian Cinema-phile Steve suggested a couple of martial arts films that actually have some vaguely dungeoncrawlish sequences:

Masked Avengers (1981)

House of Traps (1982)

18 Bronzemen (1976)

Sunday, December 4, 2022

Can Willow be Redeemed by Moebius? Let's Take A Look

The original version of this post appeared in 2017. Then, I was criticized by a couple of people for being unduly harsh to the film Willow. On reconsideration, I suppose that is fair, though I still maintain it doesn't quite come together with anything like the same magic as Star Wars. There is now a new Willow series on Disney Plus and the comments I've heard haven't been great, but I'll reserve judgement for now.

Moebius's concept work, which I first glimpse in a magazine around the time of the movie's release is as great as ever. Perhaps it doesn't suggest a weird fantasy Willow or anything that radical, but it does at least suggest to me a decent Studio Ghibli-esque film might have come from the material. Let's take a look and (re-)imagine:

Here's the titular hero and (I believe) one of his Nelwyn fellows. Nothing of the pastoral gentility of a Baggins, nor the too literal "small folk" of the film. These guys make me think of Howard's diminutive and declining Picts in "The Lost Race," but also aboriginal peoples like the Emishi (in Princess Mononoke) or Ainu. A sense of the Nelwyn threatened by humanity (or Daikini) would have been nice. I like the long earlobes, too.

Madmartigan is the rogue with the heart of gold Han Solo type, but with a bit more wastrelness, he could have been a wuxia sort of character or Sanjuro from Yojimbo or Mugen from Samurai Champloo--both of which are great swordsman, too. Moebius gives us a design that completely fits with those characters, suggests a world of ronin or wandering swordsmen of some sort.

So at this point, you might be thinking, "basically he's just going to say Willow should have been more Asian?" So now I'm going to throw you off:


King Kael here (General Kael in the film) is described as "bestial" in the third draft of the script, which he obviously is here. Perhaps he is a lover of Bavmorda transferred by her magic? A reverse Beauty and the Beast (there's maybe a bit of Cocteau's beast about him. Maybe?) Or is he the captain of the flying monkeys, so to speak? Anyway, he fulfills a bit of a Witch-King of Angmar role, so fleshing out his badass villainy would have been good.

Now, it's back to the Asian stylings. The mask suggests (to me) childhood mindwarping courtesy of Bavmorda for the warrior woman Sorsha. Maybe she's just go a slight blemish, but has been convinced its a horrible disfigurement a la (some accounts of) Doctor Doom? Maybe her inhuman beauty as a daughter of the Tuatha de Danaan-esque folk of Tir Asleen is her disfigurement to her witch queen mother? Note that the mask isn't just a human mask, it's go that single Oni horn. Probably means something.


Lastly, I believe this is one of two fairly divergent designs Moebius did for the brownies--but in an earlier script draft Willow and baby get captured by elves who are described as wearing "samurai-type outfits and angry little haircuts." These are guys who (in the script) collect baby tears as part of their gig. Now think of these sinister little guys, like a mashup of the Indian in the Cupboard and the evil faerie of del Toro's Don't be Afraid of the Dark remake. I think we could do without the French accent Lucas specifies for their leader, though.

Sunday, November 13, 2022

The Space War


Here's the idea inspired by Andor: It's the 33rd Century and the solar system is a powder keg ready to blow. Twenty years ago, a fascist regime toppled the ailing Solar Republic to establish the Empire. But on the colony worlds and orbital habitats resistance to the new government was never completely crushed. If these groups can get organized, there will be a full-scale rebellion.

Take the grittier turn on the Star Wars universe of Andor and Rogue One, filter it through The Expanse (with a bit more advance technology like terraforming, cloning, and AI) and set it all in the 33rd Century (just like Lucas did his original treatment for The Star Wars) and you've got a less pulp and perhaps more cyberpunk version of my Pulp Star Wars setting.

There would be no nonhumans (well, no alien species, perhaps robots or droids are still common--and clones), no jedi, and fewer worlds. But drawing on the dark shadows of the Star Wars universe, I think would translate pretty well.

Friday, November 11, 2022

Weird Revisited: Aliens to Know...and Fear


I keep thinking I'm going to stat these guys, but I haven't got around to it yet, so I figured it was time to share. I don't know the original artist or source, but this should prove a handy reference for "real world" close encounters. You can't tell the players without a scorecard.

1. Roswell, 1947. As described by Beverly Bean, who reportedly had the bodies described to her by her father who had guarded them: "He said they were smaller than a normal man--about four feet--and had much larger heads than us, with slanted eyes, and that the bodies looked yellowish, a bit Asian-looking."
2. Valensole, 1965. Maurice Masse a French "agriculturalist" saw a spaceship and these guys
3. Villa Santina, 1947. An Italian artist was able to sketch his close encounter.
4. Salzburg, 1957. A soldier in the U.S. Army supposedly described these guys to a Canadian newspaper.
5. California, 1952. Orthon of Venus gave a message to George Adamski about nuclear energy.
6. São Francisco de Sales, 1957. Antonio Vilas Boas was abducted by these smartly uniformed guys who took him to have sex with an alien woman.
7. Voronezh, 1989. Robotic alien shows up in Russia to hassle teenagers as witnesses look on.
8. Aveley, 1974. Weird aliens abduct a whole family.
9. Pascagoula, 1973. Carrot alien. Only in Mississippi.
10. Caracas, 1954. He had a sphere motif going on.
11. Greensburg, 1973. Bigfoot-UFO team-up.
12. Kelly, 1955. Better known as the Hopkinsville Goblin Case--which I have statted.
13. And the Chupacabra needs no introduction.

Monday, October 24, 2022

Astral Space, The Final Frontier


The cosmological setup of the 5e Spelljammer where spelljamming ships fly into Astral Sea after passing through something like normal space combined with the Astral Plane's (or Sea's) traditional roll of connecting the Material Plane with various afterlifes (i.e. Outer Planes) makes me think this new setup would be good for doing something similar to the comic Outer Darkness (which I wrote a post about before).

I fell off Outer Darkness the comic but the setting still has a lot of appeal. A magitech future with a starship (like the Enterprise in a universe with magic and less noble authorities) can fly out into a magical space and encounter demons inhabiting stars and storms of ghosts.

Without upping the horror factor, D&D space with the appropriate emphasis could be pretty darn horrific to a crew from a relatively sedate wildspace (really "normal space") like the one we appear to inhabit. Not unlike how standard dungeons would be places of horror if they popped up in the real world.

They makes me think it might be most interesting to play this not in D&D but in a science fiction game and just use the D&D cosmology as setting. Then again, having the ship's doctor actually be a cleric (so the Chaplain, I guess) has a certain appeal, too.

Sunday, October 2, 2022

Weird Revisited: In the Blood

This post originally appeared almost 10 years ago to the day...

 

The element iron has a special status: it carries oxygen on our blood; it’s the most abundant element in the earth’s crust; and it has the most stable atomic nuclei. More to the point for fantasy gaming: "cold iron" is said to ward off or harm fairies, ghosts, and/or witches.

In the novel Enterprise of Death by Jesse Bullington, magical attitude is inversely related to iron in the blood. A necromancer explains it this way:

“Iron, as I’ve told you, is one of the only symbols that represents what it truly is, here and on the so-called Platonic level of reality...Because it is true material and not just a symbol of something else, iron restricts our ability to alter the world, be it talking to spirits or commanding symbols or however you put it.”

Not only does this nicely tie some of the real properties of iron with its folklore properties, but it would have some interesting implications in fantasy games. Prohibitions against metal armor and the working of magic make sense in this light. Even more interestingly, it might it explain why D&D mages tend to be physically sort of weak--they need to be somewhat less robust in order to work magic well. Maybe higher Constitution scores actually impairs magic, or impairs the “level” a mage can advance too? That might also example the traditional dwarven poor magic aptitude: they’re hardy, creatures of the earth (where iron’s abundant).

Sunday, August 14, 2022

Weird Revisited: Graustarkian Karameikos

This post originally appeared in 2014. I think several Known World/Mystara nations could be fictional countries in the real world. I may do a further post on it.

The Grand Duchy of Karameikos is a small nation in the Balkans on the Adriatic Sea. It has a long history going back to ancient times when the Romans built a fort and founded a trading outpost at Specularum--now Karameikos's capital, Spekla. Since those days, Karameikos has been in the hands of a succession of empires: the Byzantine, the Serbian, the Ottoman, and briefly, the Austro-Hungarian.



The current ruler of Karameikos is Stefan III. He has retained the title of "Grand Duke" despite his nation's liberation from Austria-Hungary. Grand Duke Stefan and most of the nobility trace their families back to Byzantium, but rule over an ethnically mixed populace of Albanians and Serbs, as well as Greeks. The predominant religion is the Orthodox Church of Karameikos, though there are also Muslims and a small number of Roman Catholics.

Believed to be the only photo of the leader of the Black Eagle
One of the greatest threats to modern Karameikos is the terrorist group known as the Black Eagle. The group is vaguely related to Albanian nationalism, but its direct aims seem to be criminality and destabilization of the current government. It's leader is named either Ludwig or Henrich. As his name would suggest, he is said to be of Austrian descent. His primary advisor and bomb-maker is believed to be a former monk named Bargle.

The Mad Monk Bargle, while briefly in custody
This post relates to my previous Ruritanian ruminations--and of course to D&D's Known World.

Sunday, August 7, 2022

Weird Revisited: Ozian D&D


The original version of this post appeared in 2017 after a bit of discussion on Google+ about Oz-influenced D&D. With two 5e Oz supplements currently available, it seems like it's still a current topic.

From its conception, Oz has been an important (though certainly not the only) influence on the Land of Azurth (particularly for the primary campaign site, Yanth Country), so I've thought some about how Ozian elements can be used to inform D&D fantasy.

First off, it must be acknowledged that "Ozian fantasy" may not be a precisely defined thing. The portrayal of Oz itself changes from the first book to later books by Baum--and to an even greater degree throughout the "Famous Forty" and beyond. Oz in the The Wonderful Wizard of Oz is mostly uninhabited, and the places that are inhabited are mostly agrarian, but later books pile on more and more civilization. Baum's vision is of an American fairytale, and so the early books lack standard European-derived or Arabian Nights-inspired creatures and characters: The Tin Man is a woodsman not a knight. Ultimately, however, knights, dragons, and genies all become part of Oz.

(Anyone interested in Baum's American fairytale conception and examples of it in his non-Oz fantasies should check out Oz & Beyond: The Fantasy World of L. Frank Baum by Michael O. Riley)

With that sort of lack of specificity in mind, here are my broad suggestions for how to make a D&D campaign more Ozian:

Lost worlds/hidden kingdoms instead of dungeons: Whether standard D&D or Oz, exploration and discovery plays a part, but D&D's exploration sites are often known areas of material wealth and danger near settled areas that are usually purposefully visited to be exploited. Ozian sites are unknown or little known areas, accidentally discovered, like the lost worlds of adventure fiction.

Animated Simulacra and Talking Animals instead of the usual demihumans: Both D&D and Oz have nonhuman characters, but Oz’s are more individual, not representatives of "races." They also aren't the near-human types of elves, dwarves, and halflings. In fact, all of those races would probably fall under the "human" category in Oz. (In the first book, most Ozites are short like halflings, not just the Munchkins).

Social interaction/comedy of manners instead of combat or stealth: Violence and death sometimes occurs in the Oz books, but conversation and timely escape are the most common ways of dealing with problems. While this may in part be due to them being century plus year-old children's books, some of the exchanges in Dorothy and the Wizard are not dissimilar to the ones that occur in the works of Jack Vance, albeit with much less wit or sophistication. No Ozian villain is too fearsome not to be lectured on manners--at least briefly.

Magical mundane items or magical technology instead of magical weapons: The noncombat orientation of Oz extends to magic items. Magic belts, mirrors, food dishes, etc., occur in Oz but few magic swords or the like that you see in D&D or European legend. Oz blurs the lines between science/technology and magic to a degree. (The examples of this that are more Steampunkian or magictech seem to be unique inventions, however.) Pills and tablets will fantastical (though perhaps not magical in the sense the term would understood in Oz) properties are more common than potions, for instance. In general, foodstuff with fantastic properties, both natural and created, are more common than in D&D.

Faux-America instead Faux-Medieval: Ozian society seems almost 19th century in its trappings, or more precisely, it is a society that is not foreign (except where it specifically means to be) to the a young reader in the early 20th century. It lacks most of the elements of the real world of the 19th Century, however, like industry, social conflict (mostly), and (sometimes) poverty. It also lacks complicated social hierarchies: there is royalty, but no nobility.


Monday, June 20, 2022

The F.R.E.E. Lancers Cinematic Universe


"The idea was to bring together a group of of remarkable people to see if they could become something more. To see if they could work together when we needed them to, to fight the battles that we never could."

- Nick Fury, The Avengers

I figure at least some of you remember F.R.E.E. Lancers, the Top Secret/S.I. setting supplement from 1988. The game takes place in a fractured America of 1998 with where low-powered supers exist powered by cybertech, biotech, and psychic powers. It's the sort of idea that was kind of in the Zeitgeist of the era, with Marvel's New Universe, Misfits of Science, and some direct market comics offering up low-powered supers, realistic supers, or the like.

It's not an approach much in vogue today, but it isn't a bad one.

An interesting thing I noticed about F.R.E.E. Lancers the other day, the breakdown of the U.S. Federal government began when a politician tried to build a wall along the border with Mexico. In this case, it was a fictional governor of Texas and the year was 1994, but it got me thinking: one way to update F.R.E.E. Lancers would be to make it an alternate present. 

Of course, it would need an update in some ways. Computer tech, the internet, smartphones. Technological advances since that time would have made some of the "superhuman" characters seem all the more plausible:

Other things like psi powers would still remain in a more fantastical realm. I think it would be an interesting mix.

Of course uniforms/costumes would be updated to the current "realistic" style of superheroic movies and tv shows.

Thursday, June 2, 2022

Weird Revisted: An Assortment of Faeries and Spirits

The Denham Tracts (1846-1859) on folklore contain a list of fairies and other creatures of the North of England. The list is supposedly based on alist given in Reginald Scot's Discoverie of Witchcraft (1584) but is much expanded (in some cases, by duplication). In fact, the Tract contains beings not otherwise attested, suggesting Denham may have invented them.

Of course, that's not particular bar to their use in-game. Here's the complete list to start statting from:

"ghosts, boggles, Bloody Bones, spirits, demons, ignis fatui, brownies, bugbears, black dogs, spectres, shellycoats, scarecrows, witches, wizards, barguests, Robin-Goodfellows, hags, night-bats, scrags, breaknecks, fantasms, hobgoblins, hobhoulards, boggy-boes, dobbies, hob-thrusts, fetches, kelpies, warlocks, mock-beggars, mum-pokers, Jemmy-burties, urchins, satyrs, pans, fauns, sirens, tritons, centaurs, calcars, nymphs, imps, incubuses, spoorns, men-in-the-oak, hell-wains, fire-drakes, kit-a-can-sticks, Tom-tumblers, melch-dicks, larrs, kitty-witches, hobby-lanthorns, Dick-a-Tuesdays, Elf-fires, Gyl-burnt-tales, knockers, elves, rawheads, Meg-with-the-wads, old-shocks, ouphs, pad-foots, pixies, pictrees, giants, dwarfs, Tom-pokers, tutgots, snapdragons, sprets, spunks, conjurers, thurses, spurns, tantarrabobs, swaithes, tints, tod-lowries, Jack-in-the-Wads, mormos, changelings, redcaps, yeth-hounds, colt-pixies, Tom-thumbs, black-bugs, boggarts, scar-bugs, shag-foals, hodge-pochers, hob-thrushes, bugs, bull-beggars, bygorns, bolls, caddies, bomen, brags, wraiths, waffs, flay-boggarts, fiends, gallytrots, imps, gytrashes, patches, hob-and-lanthorns, gringes, boguests, bonelesses, Peg-powlers, pucks, fays, kidnappers, gallybeggars, hudskins, nickers, madcaps, trolls, robinets, friars' lanthorns, silkies, cauld-lads, death-hearses, goblins, hob-headlesses, bugaboos, kows, or cowes, nickies, nacks, waiths, miffies, buckies, ghouls, sylphs, guests, swarths, freiths, freits, gy-carlins, pigmies, chittifaces, nixies, Jinny-burnt-tails, dudmen, hell-hounds, dopple-gangers, boggleboes, bogies, redmen, portunes, grants, hobbits, hobgoblins, brown-men, cowies, dunnies, wirrikows, alholdes, mannikins, follets, korreds, lubberkins, cluricauns, kobolds, leprechauns, kors, mares, korreds, puckles, korigans, sylvans, succubuses, blackmen, shadows, banshees, lian-hanshees, clabbernappers, Gabriel-hounds, mawkins, doubles, corpse lights or candles, scrats, mahounds, trows, gnomes, sprites, fates, fiends, sibyls, nicknevins, whitewomen, fairies, thrummy-caps, cutties, and nisses, and apparitions of every shape..."

Monday, May 2, 2022

Mothership Adventure Inspiration from the Pulps


The varied worlds appearing in the short fiction of science fiction magazines in the 30s through the 50s have a lot to offer any of the recent sci-fi horror games. Few of these stories are actually horror, but elements of them can easily be viewed through a horror lens. Here are few examples:

"Immortals of Mercury" (1932) by Clark Ashton Smith. Explorers on a tidally locked Mercury have to deal with resentful indigenous people, one a known, primitive, group, and another an advanced subterranean species that would like to wipe humanity off the planet. In many ways, this story is in large part of dungeon-crawl, but the basic set-up could be played all kinds of ways.

"Salvage in Space" (1933) by Jack Williamson. This one is reminiscent of Alien. A down-on-his-luck asteroid prospector finds a derelict ship floating in the Belt and attempts to salvage it. The ship is loaded with jewels, but also taxidermied alien monsters. The crew have all apparently been killed by violence, but the bodies are gone. It turns out the ship had carried an expedition to the Titania, the moon of Uranus, which is covered with "unearthly forests sheltering strange and monstrous life." The miner must discover what happened and find a way to survive the danger still stalking the ship. 

"Parasite Planet" (1935) by Stanley Weinbaum. Weinbaum's Venus is probably the most "ready to be used for horror" setting that isn't already already a horror setting in science fiction. This is how it's described in this story:

A thousand different species, but all the same in one respect; each of them was all appetite. In common with most Venusian beings, they had a multiplicity of both legs and mouths; in fact some of them were little more than blobs of skin split into dozens of hungry mouths, and crawling on a hundred spidery legs. 

All life on Venus is more or less parasitic. Even the plants that draw their nourishment directly from soil and air have also the ability to absorb and digest—and, often enough, to trap—animal food. So fierce is the competition on that humid strip of land between the fire and the ice that one who has never seen it must fail even to imagine it.

Humans have to wear full body suits with respirators least mold spores get into their bodies. And if all that isn't enough it's terrifically hot and humid. "Prospectors" come to Venus to get rich acquiring native plant life with pharmaceutical value.

"Love Among the Robots" (1946) by Emmett McDowell. As the title suggests, this story is light in the way it plays out, but absent the "meet cute" there's an isolated asteroid mining operations with a small human crew testing learning and adapting robots, where the robots begin to gain a bit too much freewill. If it can't be gotten under control, the company will nuke the asteroid.

Thursday, April 28, 2022

Adventuring on Mongo

 


I've often thought that Mongo would be a good setting (or at least good close inspiration) for a D&D setting. Ditch Flash Gordon and visitors from Earth, and (for maximum ease), replace comic derived cultures with analogous D&D "races"/cultures: So the Magic Men of Azura's subterranean kingdom become drow, and maybe the half-orc gets reskinned as Lion Men.

That could certainly work, but this guy went an adapted the most recent Flash Gordon rpg to 5e, so if you want to play in the "real thing" you can.


Thursday, April 21, 2022

Pulp Inspirations: Uranus from Captain Future


Uranus figures prominently in the Captain Future story The Magician of Mars published in 1941. Here are some details on Hamilton's version of Uranus, which is not at all scientifically accurate, but very useful for gaming inspiration. Quotes are provided from the issue of the pulp magazine.

Geography
  • Mountains are Uranus's best known feature.
  • Mystery Mountains: "And there is one colossal range in the northern hemisphere, called the Mystery Mountains, which have an altitude of at least twenty miles and possibly much more."
    • "The Mystery Mountains’ eternally cloud-wrapped upper heights have never been explored. It is believed that strange creatures inhabit those lofty hidden heights, since occasionally men have found grotesque bodies floating down the North River that flows from those mountains toward the Polar Sea."
  • Meteor Peak: "In the wilds south of Losor is the remarkable mountain called Meteor Peak. It is not a natural mountain like the other peaks of Uranus, but is in fact a huge meteor which fell there in times past and half -buried itself in the ground. Because of its unique metallic nature the meteor did not shatter, and still rises from the wilds as a great, dome-like mass of metal. It has sometimes been used as a quarry for certain metals, but that has now been prohibited."
  • Valley of Voices: "...in the Valley of Voices, sheets of a talc-like material exuded from the cliffs seem to have the power of recording in some way any sound vibrations which fall upon them. These queer talc-sheets, whenever the wind strikes them, give forth all the sounds they have “recorded.” The result is that in the Valley of Voices one can still clearly hear sounds and human voices which are echoing after thousands of years."
  • Endless River: "It was a foaming river that roared ceaselessly around the planet in the titanic canyon it had eroded for itself, its current being the result of tidal pull of the four moons."
  • Shining Sea: "It is a sea whose waters are so impregnated with radioactive material from deposits in its bed that it glows at night like a great lake of light. The Uranian city of Lulanee is built on the shores of the Shining Sea, and is considered by inter- planetary travelers to possess one of the most beautiful settings of any city in the System."
  • The Great Caves: "Beneath the surface of the planet is a natural wonder almost as great as the mountains, the great caves of Uranus. The interior of the planet is honeycombed by a labyrinth of caverns unmatched anywhere else in the System...Men have explored some of the upper caverns. There is a tiny amount of light in them, emitted from the radioactive minerals in which Uranus is rich. And there is a whole range of life-forms that exist in the caverns and never emerge into the sunlight."
Lifeforms
  • Floating Flowers: "Perhaps the most distinctive plant-life of Uranus are its Floating Flowers — flowers that drift in the air by means of sacs into which pure hydrogen is exuded, and whose trailing air-roots supply them with water and nutrition from the air."
  • "The animal life of Uranus is abundant, and comprises many of the most ferocious carnivores in the System."
  • Cliff Apes: "are the most dreaded, being not really apes but huge bear-like animals whose six limbs are adapted for clambering over the sheer precipices."
  • Cloud Cats: "haunt the cloud-wrapped up- per heights of the peaks, and stalk their prey in the eternal mists."
  • Thunder-hawk: "has vast wings which can shadow a whole village and can carry off huge beasts in its claws."
  • Harpies: "Their human-like appearance is mere accident, and they are in no way as intelligent as the Qualus, the famous winged men of north Saturn."
  • Uranians: "have yellow skins, dark hair, and small, dark eyes." 
    • "they are perhaps the most conservative and tradition-ridden people in all the nine worlds. They revere custom, and practice a suave courtesy that most people find rather wearying."
    • "they are perhaps the most skilled miners in the System, due to their long acquairitance with the underground labyrinth of their world."
  • People of Darkness: "humans of a primitive kind who dwell in the caves and are known as the People of Darkness. They are presumed to be descendants of Uranian stock who ages ago went down into the caves and developed eyesight capable of seeing well there. These People of Dark- ness never appear on the surface. Intense light dazzles them."

Friday, March 25, 2022

The Many Worlds of Vega


I've posted this beore, but this is the setting for DC Comics' Omega Men. The links here will take you to detail about some of the locations, but of course, it might be much more game-useful to make up your own details.

I've been thinking about Spelljammer (again) so this sort of thing has been on my mind.

Monday, March 21, 2022

Pulp Inspirations

A few passages from science fiction of the pulp era to get the creative juices flowing.


"Carse walked beside the still black waters in their ancient channel, cut in the dead sea-bottom.  He watched the dry wind shake the torches that never went out and listened to the broken music of the harps that were never stilled.  Lean lithe men and women passed him in the shadowy streets, silent as cats except for the chime and the whisper of the tiny bells the women wear, a sound as delicate as rain, distillate of all the sweet wickedness of the world.

They paid no attention to Carse, though despite his Martian dress he was obviously an Earthman and though an Earthman's life is usually less than the light of a snuffed candle along the Low Canals, Carse was one of them.  The men of Jekkara and Valkis and Barrakesh are the aristocracy of thieves and they admire skill and respect knowledge and know a gentleman when they meet one."

- The Sword of Rhiannon, Leigh Brackett


"At the corner gleamed a luminous red sign, “THE CLUB OF WEARY SPACEMEN.” In and out of the vibration-joint, thus benevolently named, were streaming dozens of the motley throng that jammed the blue-lit street. Reedy-looking red Martians, squat and surly Jovians, hard-bitten Earthmen-sailors from all the eight inhabited worlds, spewed up by the great spaceport nearby. There were many naval officers and men, too—a few in the crimson of Mars, the green of Venus and blue of Mercury, but most of them in the gray uniform of the Earth Navy."

- The Three Planeteers, Edmond Hamilton


"Graff Dingle stolidly watched yellow mold form around the stiletto hole in his arm. He smelled the first faint jasmine odor of the disease and glanced up to where the sun glowed unhappily behind a mass of dirty clouds and wind-driven rain.

Dingle kicked morosely at the Heatwave thug left behind to ambush him, and the charred body turned soughingly in the mud. 'Be seeing you, bully-boy, in about five and a half hours. Your electroblast may have missed me, but it cooked my antiseptic pouch into soup. It made that last knife-thrust really rate.'

There was a dumb dryhorn blunder, Graff reflected, sneering at himself out of a face that was dark from life-long exposure to a huge sun. Bending over an enemy before making certain he was burned to a crisp.

But he'd had to search the man's clothing for a clue to the disappearance of Greta and Dr. Bergenson and—even above Greta—the unspeakably precious cargo of lobodin they'd been flying in from Earth.

So I'll pay for my hurry, he thought. Like one always does in the Venusian jungle."

- "Ricardo's Virus," William Tenn


"The small, round metal platform rocked uneasily under his feet. Beyond the railing, as far as MacVickers could see to the short curve of Io's horizon, there was mud. Thin, slimy blue-green mud.

The shaft went down under the mud. MacVickers looked at it. He licked dry lips, and his grey-green eyes, narrow and hot in his gaunt dark face, flashed a desperate look at the small flyer from which he had just been taken.

It bobbed on the heaving mud, mocking him. The eight-foot Europan guard standing between it and MacVickers made a slow weaving motion with his tentacles."

- "Outpost on Io," Leigh Brackett

Thursday, March 10, 2022

Pulp Sci-Fi Technology


Star Wars
(and to a lesser extent Star Trek) are products of their respective eras in regard to the futuristic technology then portray (or don't feature), but both are also probably beholden to their pulp antecedents and the imagine (and failures of imagination) of the authors that wrote them.

While I won't claim to have made an exhaustive study, here are some things I've noticed about the technology of the retro-future, supplemented by things noticed by Marcus L. Rowland in his excellent Forgotten Futures rpg Planets of Peril based on the works of Stanley Weinbaum, and by GURPS Ultratech 2.
  • Radium: Radium seems almost sort of unobtanium in a lot of old stories, an is imbued with uses and properties it doesn't really possess in real life. This goes along with...
  • Radiation: Various sorts of radiation (or even sometimes a vaguer property called "vibration" of matter or energy) can do almost magical things. This continues in science fiction, of course, but by the Atomic Age the language used to describe it much less mystical.
  • Mechanical not Electronic: One can hardly fault writers of the 20s-40s for not including many (or often any) computers in their works, beyond the occasional mechanical brain, but it's interesting how even the electrical devices appear sparingly, outside of things like visiplates/visiphones (visual communication devices). Some more planetary romance leaning authors like Leigh Brackett, tend to describe virtually none of this sort of technology. This has implications we might not think of: Edmond Hamilton's stories for instance have no jail cells with coded keypads or even simply push button keypads like Star Trek. All his futuristic locks seem to require a hand held "vibratory key."
  • Planet and ship based: Artificial satellites and space stations are very rare. In fact, I don't think I've read a story written before the 50s that had them.
  • Acquired not Synthesized: Many more breakthrough materials or pharmaceuticals are harvested from alien worlds that made in the laboratory. Even breakthrough laboratory discovers often require some exotic "natural" material.
  • Solitary Inventor: Great scientific leaps from space travel to super-weapons are typically the province of single geniuses or experimenters, not teams of government or industry-funded scientists. First space travel is almost always mentioned as a work of a sort of Wright Brothers instead of a NASA.
  • Atomic Energy: Everything is atomic powered it seems like.
  • No TV: I'm sure there are stories that make reference to something like television as an entertainment medium, but it appears in very few stories. 

Sunday, February 20, 2022

Blake's 7

 


Something we read online last week prompted a brief discussion on Discord regarding the British science fiction series Blake's 7 (1978-1981). The show involves a political dissident (the titular Blake) leading a small group of escaped prisoners turned rebels (the titular 7) against the forces of the totalitarian Terran Federation. I don't know anything much more about the setting or how the plot plays out than that, having only seen the first episode years ago on PBS, but I think the concept has plenty of rpg potential.

There's nothing wrong with the set-up as is with the serial numbers filed off. The comic book series Six From Sirius would be another potential inspiration for this sort of thing--both in plot elements and characters and in 80s sci-fi trappings. I can think of a couple of ways the idea might be tweaked, though.

The first (possibly predictably, since I've done this before) is strip away some of the space opera conventions and have it confined to the solar system with more realistic tech. This becomes a little bit more cyberpunk, I think. It would be darkly dystopian, certainly, but serious or satirical would be possible.

My other though is to retain the galactic scale, but not have the setting be so humanocentric. Borrowing a bit from Farscape, the escaped prisoners might be a motley, mostly alien crew.