Showing posts with label tools of the trade. Show all posts
Showing posts with label tools of the trade. Show all posts

Monday, September 16, 2024

The Other "Good Lore"


There has been some discussion in various places over the last couple of weeks regarding "lore," which isn't a great term, maybe, but one we all understand to mean background, mostly nonmechanical elements of a setting in all their myriad forms. A lot of time is spent separating good lore from bad. Ben Laurence wrote this great post last week. I wrestled with the issue in regard to history, one of the most vexing parts of lore, here.

Anyway, I think what Ben says about "good" lore and its creation and use is smart, but there seems to me a missing category, which was the impetus for this post. One type of actionable lore that Ben neglects to mention is the sort of detail that aids the GM in conveying the world to the players at the table. This isn't "actionable intelligence" for the players particularly, but rather things that help set the scene and convey the subtle textures that might differentiate one world from another. Things that should appear in (or at least inform) the GM's description of the world, not facts to be memorized in anyway.

A good way to do this is sensory-impressionistic descriptions. Jack Shear of Tales of the Grotesque and Dungeonesque presented a brief style of locale description that included as one of it's headings "A Taste, A Sound, an Image." I've borrowed this presentation myself, as has Miranda Elkins of In Places Deep. These sorts of details help set the mood both for the players and for the GM who must great more details and could use the imaginative springboard.

Note that these can be diegetic and nondiegetic, though going nondiegetic runs the risk of the reader not getting the "vibe" because they don't know the work referenced or took something else from it.

It might be fair to say, that's not really "lore," and I guess in the strictest since that's true, but I've got more! Ben mentions "banal facts about cuisine" as irrelevant lore, and I agree, but only in regard to the "banal" part. One of the things I did with my recent Gnydrion game was go out of my way to give a description of the meal being offered when the character's had a chance to eat. This isn't something I usually do, but Gnydrion is a very Vancian setting, so I wanted to lean into that. The players weren't expected to remember these meals; it was just a bit color, but I think it helped convey the feel of the setting. The players seemed to enjoy it in that spirit. All I had to do was make a list of like 10 dishes and I wasn't concerned if what I said in play was exactly what I wrote down.

I think these sorts of details like this can at least suggest actions. Knowing that bronze can be mined from the buried bones of dead Storm Gods could be something players do something with in Glorantha, but at the very least it sets Glorantha apart from say, the Forgotten Realms. 

At the end of the day, "good" lore is going to make your setting more memorable and interesting. This may be because the players can use that knowledge strategically, but it may also because it helps the world come alive for them.

Friday, August 23, 2024

Weird Revisited: Setting History Should do Something

This post original appeared on 2020 and was one of my most popular posts that year. Recent discussion of what constitutes good "lore" over on X made me think it was time to revisit it.

If setting books for rpgs sometimes get a bad rap, history sections of setting books are probably even more widely reviled. There are reasons for this, but I don't think the solution is that history should be banned from rpg books entirely. I do think it's worth thinking about why we have history (particularly deep history) in rpg setting books, when it's useful and maybe when it isn't.

My thesis is that history in rpg books is most useful/good when it does something. Possible somethings are:

1. Helps to orient the reader (mostly the GM) to the themes/mood/flavor of the setting.
2. Directly establishes parameters that impact the player's adventures.
3. Provides "toys" or obstacles.

It is unhelpful when it does the following:

1. Describes events that have little to no impact on the present.
2. Describes events which are repetitive in nature or easy to confuse.
3. Provides few "toys," or ones that are not unique/distinctive.

Now, I am not talking specifically here about number of words or page counts, which I think a lot of people might feel is the main offender. Those are sort of dependent on the style/marketing position of the publication. Bona fide rpg company books tend to be written more densely and presumably read more straight for pleasure. DIY works are linear and more practical. My biases are toward the latter, but I am more concerned with content here. I do think in general that economy of words makes good things better, and verbosity exacerbates the bad things.

Let's get into an example from Jack Shear's Krevborna:

Gods were once reverenced throughout Krevborna, but in ages past they withdrew their influence from the world. Some say that the gods abandoned mankind to its dark fate due to unforgivable sins. Others believe that the gods retreated after they were betrayed by the rebellious angels who became demons and devils. Some even claim that the gods were killed and consumed by cosmic forces of darkness known as the Elder Evils.
Looking at my list of "good things" it hits most of them. It helps orient to mood and theme (lack of gods, dark fate, unforgivable sins), it sets parameters for the adventurers (cosmic forces of darkness, no gods), and provides obstacles (demons and devils, rebellious angels, elder evils).

That's pretty brief, though. What about a wordier example? Indulge me in an example from my own stuff:

So, the good stuff: orienting to theme, mood. etc. (deep history, memeplexes, super-science, transcendence as old hat, names suggesting a multicultural melange), setting parameters (a fallen age compared to the past, psychic powers, vast distances), and toys and obstacles (psybernetics and a host of other advance tech, Zurr masks, Faceless Ones!)

But wait, have I done one of the "bad things?" I've got two fallen previous civilizations? Isn't that repetitive and potentially confusing? I would say no.  The Archaic Oikueme is the distant past (it's in the name!). It's the "a wizard did it" answer for any weird stuff the GM wishes to throw in, and the source of McGuffins aplenty. The Radiant Polity is the recent past. Its collapse is still reverberating. It is the shining example (again, in the name) that would-be civilizers (and tyrants) namecheck.

Thursday, December 7, 2023

Gnydrion Chargen Tables for Grok?!


The lite rpg Grok?! uses random tables for character generation, but the standard ones weren't entirely suitable to my Gnydrion setting. I made my own for the columns where I thought it mattered. These were done quick to have something to use in play but if I ever were to publish them, they would probably get a more thoughtful review.

Background and an Asset
  1. Fringe Theorist - a map detailing the location of fae vortices
  2. Wastrel - a pillbox with an assortment of calmatives, excitants, analeptics, and euphoriants
  3. Gambler - a deck of marked cards
  4. Civil Servant - impenetrable but official looking documents
  5. Academician - reference works
  6. Rogue - dagger
  7. Fugitive - shiv
  8. Itinerant Mystic - worn mat for meditation and begging bowl
  9. Dilettante - servant
  10. Veteran - scars, each with a colorful story
  11. Freelance Scrutinizer - sap
  12. Mountebank - traveling case of tonic elixirs
  13. Rhabdomancer - crystalline rod carried in a velvet-lined case
  14. Vagabond - tinder pouch and firestone
  15. Teamster - blunderbuss
  16. Traveling Merchant - case full of wares
  17. Entertainer - essential implement for your act
  18. Arcane Dabbler - talisman with one spell
  19. Artisan - trade tools
  20. Mercenary - a good sword

Asset 2
  1. outlandish hat
  2. cape of shifting colors
  3. muff pistol
  4. nonnig
  5. armor
  6. throwing dagger
  7. cracked eidolon crystal showing the image of a beautiful, desperate seeming woman
  8. round trip first class airship ticket
  9. magic spyglass
  10. portable writing desk with pen, ink, and stationary
  11. stylish rapier
  12. vial of hwaopt intoxicant scent, malodorous to humans
  13. letter of credit from a hohmmkudhuk craftsman
  14. cage with fighting zegej
  15. pouch of cured meat
  16. invigorating elixir 
  17. 25 feet of rope
  18. lantern
  19. pouch of dried mushrooms
  20. stun wand

Asset 3
  1. small jar of cured glount roe, sealed
  2. guardsman's baton
  3. velvet-lined case of military medals
  4. punch dagger
  5. voice altering oral lozenge stone
  6. leather case with two syringes of thrall slime
  7. Wurvulb's Primer on Ieldri Language
  8. jar of analgesic linament
  9. broad-brimmed hat concealing steal skullcap
  10. signet ring with enigmatic but portentous engraving
  11. brass knuckles
  12. sedative powder (2 beast of burden calibrated doses)
  13. hatchet
  14. box of cheep cheroots
  15. medallion authorizing operation of a commercial paddle boat in Whulggan Sound 
  16. basket of two candy manikins
  17. Offical pardon for a Jeng Turly signed by the Provincal Governor
  18. toiletry kit with mirror, tweezers, straight razor, and coagulating powder
  19. pistol ballester
  20. scratch and smell pamphlet map of the library of Ao-Dweb
Names, Female:
  1. Nurila Tambrol
  2. Tobrana Velth
  3. An Morold
  4. Inerva Alanx
  5. Fanora Zriol
  6. Pema Rheest
  7. Nima Ermot
  8. Yzma Vekna
  9. Alux Vrys
  10. Raiga Mehtaloon
  11. Syara Wanzor
  12. Irallene Tark
Names, Male:
  1. Glismo Nadok
  2. Reet Ulam
  3. Antor Hogus
  4. Ger Vortin
  5. Zamo Thrase
  6. Druf Ombry
  7. Nortin Tauss
  8. Grevan Calo
  9. Trane Durnur
  10. Mulz Thomber
  11. Jerfus Grek
  12. Sy Kamor

Thursday, September 28, 2023

The Adventure-Point Crawl Campaign


My kid has been rewatching Avatar: The Last Airbender, which means I have been rewatching it, and that gave me a roleplaying game related idea, not so much in regard to its content, but really its structure. 

The creation of the fantasy epic, such a staple of fantasy media, has always been hard in games because historically, attempts to do so have led to drastically limited options for player agency. At best, the Adventure Path that is the modern descendant of the Dragonlance modules tends to be really linear. At worst, it's an outright railroad.

I don't think it has to be that way, though, but it would require some discussion and buy-in from players and a good session zero. Here's how I think it could work:

1. The GM tells the players the campaign setting and situation and suggests (but not mandates) a Quest, perhaps. Or perhaps, the players and the GM sort of make that up together? The "Quest" is the desired outcome: defeat the Firelord in the case of The Last Airbender or defeat Sauron in Lord of the Rings.

2. The player's make up characters, finalize the Quest, and plan the steps they think they will need to achieve it. The Quest needn't be etched in stone. It's possible the campaign as it unfolds might lead to a different goal, e.g.: Babylon 5 was our last, best hope for peace. It failed. But in the year of the Shadow War, it became something greater: our last, best hope for victory. It's even conceivable PCs might switch sides. Anyway, there should also be more character specific goals woven in, not just big campaign ones.

3. The GM plots those steps both geographically on a pointcrawl map and node-wise for a campaign structure map and makes clocks of antagonist/rival actions and other events. It's important to note here that the steps which will become nodes aren't plotted scenes. They aren't linked to each other in a linearly (or strictly linear) fashion for the most part, and they aren't supposed to go any certain way. Nothing is "supposed" to happen. In Avatar, Aang has to master the 4 elements. That goal could have played out in a lot of different ways. In fact, it takes two potential teachers before he ultimately gets to learn firebending. Localizing potential places where the goals can be achieved is important, because fantasy epics tends to cover a lot of geography. They aren't just dramas or soap operas to be played out in a limited location.

4. The players choose where to go and have other adventures and encounters along the way due to those choices. This may call for a bit of separation of player and character knowledge, but even without that, I feel like it works if the players just know the likely location of achieving one of their goals. Circumstances may mean it doesn't work out. The world doesn't stay static. But any unsuccessful attempt to achieve a goal at a point should always yield clues to a goal--either another one or the one they failed to achieve. In this sense, it's like running a mystery; clues to the next goal location shouldn't be hard to find.

5. Players can alter goals in response to events or their desires.  New point crawl "maps" may need to be generated in response. When new goal nodes come online, new hooks and areas of interest need to be populated around them. It's the "story" goals embedded in sandboxy locations that makes this much less linear than an adventure path.

6. Repeat until the PCs achieve the goal or the clocks expire and a new status quo (and possibly campaign) is established. What if the hobbits fail to destroy the ring before Sauron's victory? Well, the story needn't be over.

This approach doesn't feature the degree of session to session freedom of the completely sandbox game, it's true. However, the player collaboration in the planning phase ensures it's not a GM enforced story. Indeed, both players and GM will be surprised by the final shape of the emergent story. 

While this may be a bit of a novel approach (at least I haven't seen anyone ever talk about it) ideas about "node-based scenario design" and "mission-based adventures" have existed for a long time. What this does to enhance those is get player input prior to the missions and link the nodes in a grander campaign.

Monday, July 26, 2021

On Fantasy Naming


Since I read Lin Carter's worldbuilding advice in Imaginary Worlds, at least, I've had an interest in names and neologisms in settings. I certainly have an interest in the "conlang" end of things--the world of Professors Barker and Tolkien appeal to me--but I don't think it's necessary to invent a language or even partial devise one to have character and place names that seem plausibly like they might arise from a an actual language.

Carter points out in his essay, names need to have an appropriateness to them. He uses the example of Stonehenge (the location), and asks the reader to imagine it was named Piccadilly. Stonehenge seems a much more appropriate name for the place, not the least because it has "stone" as a component. Obviously, the "fit" of a name depends on preconceptions arising from one's native language, but also one's personal preferences. There are people that feel Clark Ashton Smith was horrible at invented names, and plenty (Carter included) who think he was a master of them.

In coming up with names I try to first consider this aspect of appropriateness: What vibe do I want the name or names to convey? The second thing I try to do is give them a sense of linguistic cohesiveness, as if they might come from the same language. 

For the imperial Vokun in Strange Stars, I wanted them to have names that suggested a tradition-bound, decadent, warrior culture. I thought longer names with some "heavier" (to the English speaker) sounds would fit the bill. I wound up using a list of Old Avestan names as my base, adding in some names from other sources, mixing and matching syllables and selecting mostly longer ones that I further tweaked to taste. Online name generators that accept a list of words as an input are good for inspiration, but they seldom provide a lot of "keepers" without tweaking. I wound up with names like this: Artazosthra, Ishramis, Jannaxa, Valakasta, Vahupareshta, Zrayangashamesh.

For my as yet unnamed science fantasy setting, I wanted most of the human names to have an easy and obvious rhythm and length for English speakers, but not generally be actual (or at least common) English names. the naming styles of Edmond Hamilton and Jack Vance were particular influences here, leading to names like: Glattis Malva, Godo Shrune, Yreul Dahut, and Festeu Harfo. The place names similarly were devised to be like English place names, but not actually be English place names.

The names of the nonhumans in this setting (like the various clades in the Strange Stars) had names suggesting they came from different languages:  hohmmkudhuk, ythlaxu, and hwaopt are "weird" in some way for English speakers, but trell and ieldra are much easier. Not every alien should have a name like something out of Marc Okrand's Klingon!

Of course, there are a lot of other things to consider. Carter's essay suggests things like trying to spread them out over the alphabet to make them distinct. 

Monday, July 19, 2021

Random Dying Earths


Here are a few random tables to create the barebones of your own Dying Earth setting.

What's happening?
1 The Sun is going dark
2 The Sun is becoming a red giant
3 The Earth is just worn out
4 The universe is ending (the Big Crunch)
5 The universe is just worn out
6 Reality has changed in some way

What's the environment like on Earth?
1 Ok for now
2 Desert or becoming desert
3 Frozen over in ice
4 Dark and mostly barren of life
5 heavily polluted
6 overrun by some new/mutant lifeform

Art by Darrell Sweet

Earthly civilization is:
1 Dependent on magic
2 Post-technological and primitive
3 Primitive
4 Utterly reliant on machines they don't understand

Prevailing mindset?
1-2 Decadent and cruel
3-4 Fatalistic and world-weary
5-6 Innocent and ignorant

Monday, November 9, 2020

Random Asteroids


Continuing my random old science fiction solar system generators here with one for the asteroid belt. The asteroids are much less specified than Mars or Venus in the fiction, but there are stories to draw on. The first thing to keep in mind is that asteroids in pulpish tales tend to be much closer together than in real life. Maybe not quite Empire Strikes Back asteroid field distance but close.

Basic Theme:
1  Gold in The Hills - The Belt is a rural backwater, but it draws prospectors and those who cater to them. Think boomtowns and eccentric mountain men spacers.
2  Islands in a Vast Sea - Strange societies, exotic ports of call. It's one part The Odyssey  and one part South Pacific adventures of  Voyage of the Scarlet Queen.
3  Lost Worlds - A more isolated version of the above. The Belt may even be mostly empty, but a few hidden worlds lurk there.
4  Place of Mystery - Mostly uninhabited now, but there are this wasn't always the case. There are tombs to rob, artifacts to loot.

Why is This Rock Different? (Note that the answer here will suggest things about other asteroids!) 
1  It's inhabited
2  It's a piece of some structure
3  It's actually a dwarf planetoid
4  It has an atmosphere and life despite it's small size

Who Are the Inhabitants?
1-2  Strange and varied beings, unknown elsewhere
3-4  The adventures, nonconformists, and/or criminals of other worlds
5-6  Native primitive human(oid)s--how they spread from rock to rock is a mystery

What Do Outsiders Do There?
1  Exploit Mineral Wealth
2  Exploit the Natives
3  Hiding Out
4  Homesteaders
5  Archeology/Exploration
6  Crashed/Maroon/Exiled



Selected Asteroid Belt Sources:
"Marooned off Vesta" Isaac Asimov
"Master of the Asteroid" Clark Ashton Smith 
The Twilight Zone "The Lonely" 
"Trail of the Astrogar" Henry Hasse 

Friday, January 10, 2020

Setting History Should Do Something

If setting books for rpgs sometimes get a bad rap, history sections of setting books are probably even more widely reviled. There are reasons for this, but I don't think the solution is that history should be banned from rpg books entirely. I do think it's worth thinking about why we have history (particularly deep history) in rpg setting books, when it's useful and maybe when it isn't.

My thesis is that history in rpg books is most useful/good when it does something. Possible somethings are:

1. Helps to orient the reader (mostly the GM) to the themes/mood/flavor of the setting.
2. Directly establishes parameters that impact the player's adventures.
3. Provides "toys" or obstacles.

It is unhelpful when it does the following:

1. Describes events that have little to no impact on the present.
2. Describes events which are repetitive in nature or easy to confuse.
3. Provides few "toys," or ones that are not unique/distinctive.

Now, I am not talking specifically here about number of words or page counts, which I think a lot of people might feel is the main offender. Those are sort of dependent on the style/marketing position of the publication. Bona fide rpg company books tend to be written more densely and presumably read more straight for pleasure. DIY works are linear and more practical. My biases are toward the latter, but I am more concerned with content here. I do think in general that economy of words makes good things better, and verbosity exacerbates the bad things.

Let's get into an example from Jack Shear's Krevborna:

Gods were once reverenced throughout Krevborna, but in ages past they withdrew their influence from the world. Some say that the gods abandoned mankind to its dark fate due to unforgivable sins. Others believe that the gods retreated after they were betrayed by the rebellious angels who became demons and devils. Some even claim that the gods were killed and consumed by cosmic forces of darkness known as the Elder Evils.
Looking at my list of "good things" it hits most of them. It helps orient to mood and theme (lack of gods, dark fate, unforgivable sins), it sets parameters for the adventurers (cosmic forces of darkness, no gods), and provides obstacles (demons and devils, rebellious angels, elder evils).

That's pretty brief, though. What about a wordier example? Indulge me in an example from my own stuff:

So, the good stuff: orienting to theme, mood. etc. (deep history, memeplexes, super-science, transcendence as old hat, names suggesting a multicultural melange), setting parameters (a fallen age compared to the past, psychic powers, vast distances), and toys and obstacles (psybernetics and a host of other advance tech, Zurr masks, Faceless Ones!)

But wait, have I done one of the "bad things?" I've got two fallen previous civilizations? Isn't that repetitive and potentially confusing? I would say no.  The Archaic Oikueme is the distant past (it's in the name!). It's the "a wizard did it" answer for any weird stuff the GM wishes to throw in, and the source of McGuffins aplenty. The Radiant Polity is the recent past. Its collapse is still reverberating. It is the shining example (again, in the name) that would-be civilizer (and tyrants) namecheck.

Friday, September 27, 2019

Random Ultra-Warriors Generator


I made this new logo yesterday so it seemed like a good time to post my Random Ultra-Warriors Generator. It's just a first draft, but it does a serviceable job of creating the sort of characters seen in Masters of the Universe or similar media.

Monday, April 1, 2019

Encounters In A Martian Bar Before the Gunfight Started

Art by Jeff Call
01 A jovial human trader eager to unload a large, glowing jar containing squirming creatures he claims are Mercurian dayside salamanders.

02 A shaggy, spider-eyed Europan smuggler waits nervously for her contact.

03 Four pygmy-like “mushroom men," fungoid sophonts from the caverns of Vesta. They are deep in their reproductive cycle and close proximity gives a 10% chance per minute of exposure inhaling their spores.

04 A Venusian reptoid lowlander with jaundiced eyes from chronic hssoska abuse and an itchy trigger-claw.

05 Two scarred, old spacers in shabby flight suits.  They're of human stock mutated by exposure to unshielded, outlawed rocket drives.

07 A cloud of shimmering lights, strangely ignored by most patrons, dances around twin pale, green-skinned chaunteuses. It's  actually an energy being from the Transneptunian Beyond.

08 An aging, alcoholic former televideo star (and low level Imperial spy) with 1-2 hangers-ons.

09 A Venusian Wooly who just lost a Martian chess game to a young farm-hand who doesn't know any better.

10 A Martian Dune Walker shaman on his way to a ritual at a nearby Old Martian ruin, with a bag of 2d6 hallucinogenic, dried erg-beetles. He dreams of driving all off-worlders from Mars.

Thursday, March 14, 2019

Random Mercury


Mercury is the least defined of the inner planets in pulp and early sci-fi. Beyond it being tidally locked  (which we've since learned it actually isn't), Mercury had no fixed characteristics, other than being generally more inhospitable than the other planets I've already dealt with: wet Venus or desert Mars. A lot of stories use Mercury for "Man Against Nature" stories, either for survivors of some sort of disaster or rescuers of survivors. But hey, when you've got your own Mercury, you can do what you want with it!Let's randomize:

Problems with Getting There?
1 None
2 Solar Storms (heat, radiation)
3 Magnetic Anomalies

Where’s the Action for Earth Folk?
1 Day Side
2 Twilight Belt
3 Night Side
4 The whole planet


Day Side Life?
1 None
2 Silicon-based lifeforms
3 Insect/Arthopods
4 Energy/Plasma beings
5 Whoever they are, they live underground
6 Alien robots/cyborgs

Earthlings on Day Side?
1-2 Not if they can help it. It’s got lethal heat and radiation with special gear.
3-4 Crazy prospectors in protective domes
5-6 Maverick archeologists after ancient artifacts
7-8 Fearless scientists studying the Sun (or Vulcan!)
9-10 Just robots

The Twilight Belt Terrain:
1 Badlands
2 Mountains, canyons and a cave network
3 Weird, crystalline forest
4 Torrid jungle, wracked by storms

Twilight Belt Life?
1 Hairy humanoid primitives
2 reptilian monsters
3 Plant-like
4 the same sort of beings as Day Side

Earthlings in the Twilight Belt?
1 Criminals hiding out
2 A small, struggling colony
3 Castaways
4 A scientific expedition


Night Side Terrain:
1 Cold, rocky desert
2 Odd crystal formations
3 Ruined Cities (and roll again)
4 Ice

Night Side Life?
1 None
2 Crystalline beings with telepathy
3 Incorporeal ergovores
4 Androids left by ancient inhabitants
5 Viscous, slime-like colonial intelligence
6 Creatures strangely resembling supernatural terrors of Earth legend

Earthlings on the Night Side?
1-2 Not if they can help it. It’s cold, dark, and unexplored.
3-4 Wanted men
5-6 Maverick archaeologists after ancient artifacts
7-8 Survivors from a long-lost rocket crash
9-10 Exploratory robots

Sunday, March 10, 2019

Random Mars


Mars shows less variation that Venus in pulp and old sci-fi sources. Still, not all Marses are alike, so you deserve your own unique yet very derivative one! Let the randomizing commence:

Basic Theme:
1-2 Dying - The world is desiccating and civilization is trying to stop it/adapt to it. 
3-4 Worn Out - It lost the planet formation lottery and is a dried up, "failed earth." Civilization is of any sort
5-6 Doomed - The world is drying up, and civilization is too decadent to care.

Atmospheric Density:
1-2 Complete breathable
3-4 Anyone not from the Andes or Himalayas will need to acclimate
5-6 Earth folk need oxygen

Temperature:
1-2 Like Southern California
3-4 Gobi Desert Spring in the day, Gobi Desert winter at night
4-5 Artic Circle

Water?
1-2 Poles and canals only
3-4 Nothing above ground, no canals
5-6 Some shallow seasonal wetlands where once were mighty seas


Dying World Civilization:
1 Wise and Noble but tinged with Melancholy
2 Overly Cerebral
3 Passionate and Vibrant but Tradition-bound and/or Factionalized
4 Post-technological
5 Post-sophont
6 Only the Robots are Left

Decadent Civilization:
1 Atavistic; Fallen into Primitivism
2 Withered bodies, minds consumed with the distant and abstract
3 Devoted entirely to bloodsports and other dubious pleasures
4 Consumed by meaningless sectarian struggle
5 Enslaved by something
6 Destroyed by war, with few mutated survivors

What do Earthmen Want?
1 More room
2 Drug Tourism
3 Ancient Technology
4 Powers of the Mind
etc.

Friday, March 8, 2019

Random Venus

Modern science tells us Venus is a hellscape resulting from runaway greenhouse effect, but that was not always the way we imagined it to be. Early sci-fi and pulp sci-fi Venus was general assumed to be verdant under its eternal cloud cover. Sure, even before space probes spoiled all the fun, Venus had already been conceived of as a harsh desert wracked by storm (see Anderson's "Big Rain"), but mostly it's drippy jungles.

That still leaves a lot of variation. Here are some random charts to make your own pulp Venus or similar worlds:

Basic Terrain:
1-2 Oceanic
3-4 Desert
5-6 Jungle
7-8 Swampy/Low-lying
9-10 Tidally Locked (as seen in Weinbaum's "Parasite Planet."  Dayside is a desert and nightside is frozen. Action's in the Terminator)

Basic Theme (probably applies to anything but desert, but up to you)
1 Eden - Almost too pleasant and inviting
2 Primeval - Like Earth in an earlier age, perhaps the Mesozoic or Triassic?
3 Hostile - Too hot, too wet, too fecund, too alien. Humankind finds it tough. Roll below.
4 Hell - Like hostile turned up all the way. Roll Below.



Why So Inhospitable?
1 Endless Rain (Bradbury, "Death-By-Rain")
2 Parasitic Life
3 Horrible Storms
4 Giant Monsters
5 Everything Wants to Eat You
6 The Natives Have a Horrible Secret

Dominant Lifeform
1 Reptilian* (includes Dinosaurs in the pulp era)
2 Amphibian
3 Plant/Fungal
4 Icthyoid
5 Humanoid
6 Hyper-evolved - brain things/energy creatures

One Notable Thing
1 Gaseous Sea
2 Alluring Slave Girls/Guys
3 Rare Element
4 Mysterious Artifact
5 Giant Trees
6 Ancient Ruins
add your own!

Thursday, October 18, 2018

Sword & Planet Character Name Generator

Art by Clyde Caldwell
After way more intensive review of Barsoomian names in Edgar Rice Burroughs Mars books and adding a dash of Gardner Fox's Llarn novels, which pretty closely mimic Barsoomian morphology, I have come up with a series of generators for Martian names, as accurate as I can make it. Well, there's one name from the series it can't generate, but by the time I discovered this, it was too late. Anyway, it's pretty close to getting them all. Check it out.

Note the in the structures given for the names multiple "elements" typical mean a new word for males names, but is more likely to be a multi-syllabic "single" name for females, but since this isn't always the case I've elected to leave the dividing up to you. For example: EES is the structure of Djor Kantos, but also Carthoris and Vanuma.

Sunday, September 30, 2018

One Weird Encounter After Another

This is a page from Mercer Meyer's Little Monster's You-Can-Make-It Book from 1978. I figure it would make a decent one of those "drop die tables" all the kids were going on about a few years ago. Or you could just roll 2 4-sided die for X and Y coordinates.


You are on your own for statting most of these beings, But Mayer's books do reveal that the Yalapappas eats paper (including, I'm sure, pages from spell books and scrolls) and the trollusk is a collector of stamps. I always thought it would make a good halfling reskin, but he is a bit goblinish in appearance.

Sunday, August 26, 2018

A Dozen Encounters in A Spaceman's Bar

The original d10 only version of this post appeared in 2011. Here it is again, revised and expanded...


It was a motley crowd, Earthmen and Martians, and Venusian swampmen and strange, nameless denizens of unnamed planets...”
- CL Moore, “Shambleau”
This could be used with any pulpy space game:

01 A shifty-eyed human trader eager to unload a large, glowing jar containing squirming creatures he claims are solar salamanders.

02 Two spacers in aged flight suits.  They're of human stock but congenitally scarred from in utero exposure to poorly shielded drives and strange cosmic radiations.

03 Four pygmy-like “mushroom men," fungoid sophonts from the caverns of Ganymede. They are deep in their reproductive cycle and close proximity gives a 10% chance per minute of exposure inhaling their spores.

04 A reptoid outlaw with bloodshot eyes from chronic hssoska abuse and an itchy trigger-claw.

05 A balding man with thick glasses and a nervous look sits in the shadows. If observed for at least a minute he will be seen to flicker like a bad transmission on a viewscreen.

07 A human child with pigtails and sad eyes surrounded by a faint nimbus of swirling, colorful lights.

08 A cyborg gladiator (his machine parts occasionally leaking oil) on the run from one of the L4 arenas regales two groupies with his exploits.

09 A scruffy prophet and his 1d4 wide-eyed and oddly-dressed teen acolytes, dealing in "spiritual enhancers."

10 Blonde and statuesque Venusian women, neuro-goads on their belts, looking for a suitable male.

11 A hard-faced man with steel-gray hair and a military baring watches the diverse patrons with a cold gaze. His aging uniform might be recognized as that of the humans-only Knights of Solar Purity revolutionary group, crushed in the Phobos Uprising.

12 3d6 Creatures(?) like fist-sized fur tumbleweeds that move with suprising speed and attach to glowing with some sort of electrostatic force burst from a storage bin, presumably accidentally lift in an alcove. Could they be examples of the fabled florofauna of Vesta?

Thursday, May 10, 2018

Again, Random Ultra-Warriors!

Interested in generating the sort of visually distinct science fantasy characters of the sort found in Masters of the Universe? I've got a set of random generators for you, just in case you missed it the first time I posted about it a few years ago. Pair the Random Ultra-Warriors Creator with your favorite science fantasy/post-apocalyptic rpg and your ready to create characters so distinctive they ought to be sold separately in their own blister pack.



Monday, April 23, 2018

Weird Revisited: From The Mound

This post first appeared almost eight years ago to the day. The original version ended with a blank #9, but commentors filled in more, included here:


You never know what might be found in those ancient mounds doitting the Strange New World and perhaps other worlds, as well. Here are a few suggestions:
  1. Eight giant (8-9 ft. tall) human-like skeletons in breast-plates and ornaments of a copper-like (but harder) metal. Armor is +1 but half the usual weight.  
  2. 2d10 eggs that will hatch dungeon chickens if incubated.
  3. A phantasmagoria magic lantern obviously of more recent manufacture than the mound itself.
  4. Three partially buried skulls inscribed with mystical designs, which upon closer inspection are actually necrophidii.
  5. The mummified corpses of 1d8 children of both sexes who were killed by ritual strangulation. They will rise as undead mummies on the first night of the new moon after excavation. 
  6. A sarcophagi contain a person in strange, futuristic outfit. If the round, reflective glass helmet is removed it will reveal the apparently dead (but remarkably undecayed) body of one of the PCs at an advanced age.
  7. A glass pyramid containing a Mantid Warrior-Nun, who is alert and active, but unable to escape.
  8. A beautiful woman in ancient garb, who appears to be asleep. Approaching close enough to touch the woman (even if not actually doing so) will allow her to take possession of a victim’s body as per the magic jar spell. If successful, the victim’s soul enters a large gem in her regalia.
  9. A copy of a murder ballad tattooed into the skin of its victim preserved in a whiskey jar. (Tim Shorts)
  10. An ancient spacecraft. A 20% chance of a given system being operational, with the first checked being the entry mechanism. Think of the data banks... (Porky)
  11. A tomb decorated with a finely detailed model of the surrounding area at it was at the time of the original internment. The art style might be native, OOPS Oriental ("How did a diamyo of the Demon Isles end up here?"), mysterious Ancient, etc.If the investigators can work out what they are looking at (the gross landforms are the same, but the rivers have shifted course slightly and some of the distances are just plain wrong according to modern survey maps) it acts as a Treasure Map to 1d6 previously unknown ancient native sites.The models have resale value as antiquaries, but there is a non-trivial chance that removing 1 or more destroys the Treasure Map effect. (Chris Hogan)
  12. One really, really big egg. (NetherWerks)

Sunday, February 11, 2018

Random Paths from the Crossroad of Worlds


In Incredible Hulk #300, Dr. Strange tried to get read of the menace of the Hulk (who was in one of his brutish menace periods) but banishing him to another dimension. The Hulk ended up at the Crossroad of Worlds in a trippy, Ditko-esque space. Throughout the next 313 issues, he went to a number of weird worlds. The details of these worlds would make interesting places to visit in a fantasy rpg, but the brief, descriptive names given to the them by the folks at the Marvel Universe Appendix are in many ways even better for just getting the creative juices flowing.

Here's the list made into d30 random table (I had to add one to the end to get 30):
  1. Crossroad of Worlds (choose a path, roll again!)
  2. Acid Rain World 
  3. Barren World 
  4. Burning World 
  5. Daniel Decyst's World 
  6. Demon World of the N'Garai 
  7. Desert World
  8. Devil World 
  9. Frozen World 
  10. Furry Blue People World 
  11. Glob World of Floating Things 
  12. Idol World 
  13. Mist World 
  14. Octopod World
  15. Paradise and the City of Death 
  16. Poisoned World of Spine Creatures
  17. Purple Giant World
  18. Quicksand World 
  19. Radiation Monster World 
  20. Robot World 
  21. Sky Shark World 
  22. Swamp World
  23. Toad World 
  24. Vacuum World 
  25. War World 
  26. Underwater World 
  27. Wind World 
  28. Yellow Dwarf World 
  29. Purple World of Exile
  30. Chiming Crystal World

Monday, July 3, 2017

Strange Encounters in the Boundless Sea

Here's a short random table of unusual encounters in the Boundless Sea west of the Land of Azurth. Some of these are likely to appear in the upcoming Azurth Adventures Digest:


Roll d8:
1 - Zoobian Pleasure Barque - Storm-damaged and adrift, 1d4 winsome, green-haired maidens in silken veils cry out for succor. They claim to be brides to be on their way to the harem of a Zoobian potentate. They are actually harpies looking for a meal.
2 - Brazen Devil - With a screeching of rusty hinges, a brass gargoyle, corroded green and white, its wings festooned with seaweed, claws its way aboard. With determined spite--and mutterings of “Trifling jackanapes!” and “I’ll not be the butt of your japery. Not I!"-- it will stalk and kill everyone aboard, if it can.*
3 - Lovelorn Sea Serpent  - The beast begins following in the ship’s wake, occasionally moving close enough to gently nuzzle the vessel’s stern suggestively. Its head and neck are above water at times, and its expression is comically lovestruck. It will place sea creature carcasses on the deck at night as tokens of affection.
4 -  Iceberg - It drifts on the current. A frozen Viking longship and crew can be seen inside.
5 - Eight-Armed Bandit - An immense octopus demands to be giving all the gold aboard, hinting at some dire consequence if its demand is not satisfied. 
6 - War Party - A double-hulled war canoe of the Gator Folk attacks. They wield spears and alligator-toothed war-clubs.
7 - Professorial Sea Cows - A pair of large and apparently quite learned Steller's sea cows can be heard conversing about metaphysics and the nature of the universe. Eavesdropping might well illicit useful information for magical research into spells related to other planes, but attempts to enter into the conversation or even requests to clarification or elucidation will lead them to either give disinformation out of spite or simply submerge (50% of either).**
8 - Strange Shipwreck Survivors - 3 former ship's crew, adrift on debris of their smashed vessel, cry out weakly for rescue. Each offers a different account of the destruction of their ship--and each tale is more terrifying and apocalyptic than the last. They wail and sob hysterically if question about these contradictions.**

*Inspired by a random table by GusL
**Based on suggestions by Jason Sholtis