Monday, September 1, 2025
Bigger and Better! A New Random Appendix N Generator
James over at Adventures in Gaming v2 took my throwaway idea from last week and ran with it! Check out his much more comprehensive generator on his blog.
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, June 16, 2025
Weird Revisited: The Moving Pointcrawl
The pointcrawl, which abstracts a map to the important points, eliding the empty places/boring stuff a hexcrawl or similar complete mapping would give equal weight, is [in 2025 certainly!] a well-established concept. One unusual variation not yet explored [it wasn't in 2015, and still isn't, so far as I know!] is the crawling of moving points.
Admittedly, these would be pretty unusual situations--but unusual situations are the sort of stuff adventures are made from: Exploring a flotilla of ancient airships or the various "worlds" in a titan wizards orrery; Crawling the strange shantytown distributed over the backs of giant, migrating, terrapin. Flitting from tiny world to tiny world in a Little Prince-esque planetary system. Some of these sort of situations might stretch the definition of pointcrawl, admittedly, and to model some of them in any way accurately would require graphing or calculus, and likely both.
Let's take a simple case--something from an adventure I'm working on. Say the wrecks of several ships are trapped in a Sargasso Sea of sorts. The weed is stretchy to a degree, so the wrecks move to a degree with the movement of the ocean, but the never come completely apart.
The assumption (to make it a pointcrawl, rather than just a hexcrawl, where the points of interest move) is that there were pretty much only certain clearer channels a small boat could take through the weed--or maybe certain heavier areas that a person who wasn't too heavy could walk over without sinking in complete.
The map would look something like this:
Note that this map is pretty abstract, despite appearances. The distances or size of the weed patch aren't necessarily to scale with the derelict icons. Length of connecting lines is of course, indicative of relative travel distance. The colors indicate how "stretchy" an area is: blue can move d4, orange d6, and red d8 in feet? yards? tens of feet? Not sure yet. Anyway, whether this drift is closer or farther away would depend on a separate roll of 1d6 where odds equals farther and evens closer. Of course, they can't come any closer than the distance they are away on the map, so any "extra" distance would be a shift to one side or the other.
Zigzags denote a precarious patch, where there would be an increased risk of a sudden thickening (if I'm going with boat travel) or falling in (if I go with walking). Dots will denote an extra wandering monster or unusual event check.
So there are a lot of kinks to work out, but that's the basic idea.
Monday, February 24, 2025
Setting Presentation Again
Not for the first time, I've been thinking about the best presentation style for setting material. This time it was prompted by re-reading the Greyhawk Folio and noting it's ergodic nature. While I'm partial to the format I used in Strange Stars, it is very picture heavy and probably works better for science fiction than for fantasy. I am fond of the approach Jack Shear took in Krevborna and here's an attempt at the Holy See of Medegia (which I've covered before. Sorry!) presented in a format that borrows a bit from that and a bit from other places like Fabula Ultima and Strange Stars OSR.
MEDEGIA
The Holy See of Medegia
Theocrat fiefdom ruled by a corrupt cleric allied to the Overking of Aerdy
While nominally still the supreme religious authority in the Aerdi lands, the Holy Censor has seen his clerical authority decline with the weakening of the Great Kingdom, even as his temporal power has increased over holdings granted and seized around the city of Mentrey. The Censor remains an ally to the Malachite Throne, if a cautious one, he cares little for the moral or temporal restoration of Aerdy so long as he can continue to fill his own coffers.
Aesthetics: High-spired temples; imposing and stern marble statues of Lawful gods; clergy dressed in finery, the poor groveling for alms outside the temple doors; swaggering mercenaries in livery of the temples, chained debtor in public stocks
Locales: forbidden, hidden library of the Holy See, reliquary with the remains of saints of heroes, secret site to worship chaos gods in the forest
People:
- Spidasa, His Equitable Nemesis, Holy Censor of Medegia. Unimaginative as he is venal and grasping.
- Sister Hildegrund, Imposing, scarfaced former paladin with a vow to aid the poor. Abbess of a hospital in Pontylver.
- Captain Ribaldo Belswagger, Captain of the City Guard, mustachioed dandy who is always looking for a bribe.
- Delienn Goodfellow, Wood elf bandit, Robin Hood-type figure to the rural peasantry.
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
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
- Fringe Theorist - a map detailing the location of fae vortices
- Wastrel - a pillbox with an assortment of calmatives, excitants, analeptics, and euphoriants
- Gambler - a deck of marked cards
- Civil Servant - impenetrable but official looking documents
- Academician - reference works
- Rogue - dagger
- Fugitive - shiv
- Itinerant Mystic - worn mat for meditation and begging bowl
- Dilettante - servant
- Veteran - scars, each with a colorful story
- Freelance Scrutinizer - sap
- Mountebank - traveling case of tonic elixirs
- Rhabdomancer - crystalline rod carried in a velvet-lined case
- Vagabond - tinder pouch and firestone
- Teamster - blunderbuss
- Traveling Merchant - case full of wares
- Entertainer - essential implement for your act
- Arcane Dabbler - talisman with one spell
- Artisan - trade tools
- Mercenary - a good sword
- outlandish hat
- cape of shifting colors
- muff pistol
- nonnig
- armor
- throwing dagger
- cracked eidolon crystal showing the image of a beautiful, desperate seeming woman
- round trip first class airship ticket
- magic spyglass
- portable writing desk with pen, ink, and stationary
- stylish rapier
- vial of hwaopt intoxicant scent, malodorous to humans
- letter of credit from a hohmmkudhuk craftsman
- cage with fighting zegej
- pouch of cured meat
- invigorating elixir
- 25 feet of rope
- lantern
- pouch of dried mushrooms
- stun wand
- small jar of cured glount roe, sealed
- guardsman's baton
- velvet-lined case of military medals
- punch dagger
- voice altering oral lozenge stone
- leather case with two syringes of thrall slime
- Wurvulb's Primer on Ieldri Language
- jar of analgesic linament
- broad-brimmed hat concealing steal skullcap
- signet ring with enigmatic but portentous engraving
- brass knuckles
- sedative powder (2 beast of burden calibrated doses)
- hatchet
- box of cheep cheroots
- medallion authorizing operation of a commercial paddle boat in Whulggan Sound
- basket of two candy manikins
- Offical pardon for a Jeng Turly signed by the Provincal Governor
- toiletry kit with mirror, tweezers, straight razor, and coagulating powder
- pistol ballester
- scratch and smell pamphlet map of the library of Ao-Dweb
- Nurila Tambrol
- Tobrana Velth
- An Morold
- Inerva Alanx
- Fanora Zriol
- Pema Rheest
- Nima Ermot
- Yzma Vekna
- Alux Vrys
- Raiga Mehtaloon
- Syara Wanzor
- Irallene Tark
- Glismo Nadok
- Reet Ulam
- Antor Hogus
- Ger Vortin
- Zamo Thrase
- Druf Ombry
- Nortin Tauss
- Grevan Calo
- Trane Durnur
- Mulz Thomber
- Jerfus Grek
- 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.
Monday, July 19, 2021
Random Dying Earths
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Art by Darrell Sweet |
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.
Friday, January 10, 2020
Setting History Should Do Something
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
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Art by Jeff Call |
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
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
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Art by Clyde Caldwell |
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
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
“It was a motley crowd, Earthmen and Martians, and Venusian swampmen and strange, nameless denizens of unnamed planets...”- CL Moore, “Shambleau”
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?