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

Monday, September 19, 2016

Covers That Never Were

In addition to blogging and working on my various rpg projects I like to goof around creating alternate or fake covers to things. Chris Helton of ENWorld suggested I write about post about them and mention the fonts I use, presumably also how I find them all. Here are a couple I did over the weekend on a "old paperback style theme."


This is a hypothetical Ballantine Adult Fantasy series cover for Jason Sholtis's upcoming Operation Unfathomable. I based it on the cover to Hyperborea by Clark Ashton Smith published in this series in 1971. I picked this one because the cover image had some similarity to an image Jason had at one time considered using for the upcoming project and I was pretty sure I knew what the typeface used in the header was just by looking at it: Futura. As you can tell, I didn't have quite the same font they used (I used Futura Medium BT), but I didn't need it to be exact. The Unicorn logo I took from this cover. It isn't particular the cover I would make for Operation Unfathomable, but it fits the era and look of those paperbacks.


This one is a Slumbering Ursine Dunes cover based on the DAW paperbacks, specifically on the Gondwane series by Lin Carter. I picked the Gondwane series because it used the cover image was inset in a yellow border which was easy to work with. I matched the typeface with Font Matcherator, and it turned out to best match was Solemnis (sometimes called Solemnis Regular). What's interesting is some letters have different capital and lowercase glyphs in different versions of this font and not in others. The DAW paperbacks show this because the Gondwane books have different "T's" than what appears otherwise to be the same typeface used on the cover of the Years Best Fantasy Stories. Also, some freebie versions have more variations between uppercase and lowercase characters than Berthold's "real" version. Anyway, it required mixing lowercase and uppercase letters to get the look of the Gondwane books--which left room for me messing up the "e" in "Slumbering." If often takes me more than one try to get things "right."

I did another one of these for Fever-Dreaming Marlinko in the DAW Gondwane style. It's the same except the lettering is red is in red.

I certainly don't claim to be any expert with image or vector editing software, but I can get results I'm satisfied with. See more of my fake covers here.

Monday, April 4, 2016

5e Retro Character Record Sheet

A couple of people asked if I was going to release a blank version of the B/X-ish 5e record sheet I'm using for the Mortzengersturm pregens. I hadn't thought about it before, but I seems like a good idea. A proper pdf will arrive at some point, but here's the front and back with the Mortzengersturm elements removed.


Sunday, November 15, 2015

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. 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.



Sunday, October 18, 2015

New Land of Azurth Rumors


Another edition of The Public Observator for my home groups adventuring needs as our Land of Azurth campaign prepares to enter its second year.

Friday, May 15, 2015

Zonal Aberrations

Aberrations (not to be confused with the D&D monster type) are a type of hazard encountered in zones. The resemble mobile anomalies in some ways, but they exhibit wider patterns of behavior, resembling (at least in limited observation) living things. They are abiologic, however; their tissues (if they have them at all) appear undifferentiated to close inspection, or they may have simulacra of organs that are clear nonfunctional. They do not appear to eat, grow, or reproduce, though they sometimes mimic behaviors associated with these activities. They can not be destroyed or driven off by "wounding" them (in most cases, it's unclear if they can be wounded) but must be completely destroyed.

Aberrations have a substance (similar to the manifestations of anomalies), a behavior pattern, and effects/abilities. A lot of D&D monsters would make good inspiration for aberrations. So are some paranormal or folkloric entities but keep in mind in their game usage they are more like obstacles or traps than monsters to be fought. Slimes and oozes are good models. You could destroy them, but it's generally more fruitful to just avoid them.

Unlike most anomalies, aberrations can spot/notice things approaching them as well as being noticed themselves--though the sensory modality by which they do this isn't clear. They are not usually as tied to as specific an area as anomalies, but most will have a specific territory, in the way an animal might.

Substance
1  Apparition
2  Construct
3  Crystalline/Mineral
4  Flesh
5  Fluid
6  Gas
7  Growth
8  Light
9  Ooze/Slime/Gelatinous
10 Shadow

Behavior
1  Ambusher. Lies in wait, sometimes in a dormant or indolent state, until approached.
2  Builder. Involved in some sort of construction project like a nest or nonrepresentational sculpture.
3  Chaser. After detecting target, follows targets at a high rate of speed.
4  Collector. Forages for particular objects or objects with particular characteristics.
5  Follower. Loosely joins with the target, following at a respectful distance without overt hostility.
6  Guard. Only active in a certain area. Patrols and menaces those who enter.
7  Harbinger. Appearance precedes some other event.
8  Lurker. Follows targets, but furtively, as if shy.
9  Mimic. Seems to repeat the actions or behaviors of a target.
10 Ritualist. Performs certain fairly complicated but perhaps mundane actions over and over.
11 Swarm. Smaller entities surround targets.
12 Snooper. Curious, possibly annoyingly and intrusively so, but not threatening.
13 Stalker. After detecting target, hunts it over distances.
14 Watcher. Stays in plan view, but at some remove as if only there to observe. No direct interaction.

Effects: Use the table for Zonal Anomalies--or borrow from a monster.


Examples:
chasing shadow: Too thick and deep black to be natural, the chasing shadow is nevertheless able to lurk unseen in normal darkness. It slides out of hiding when a living thing draws near, and if not stopped, attaches itself to them at their feet like a normal shadow--though does not also flow out in the same direction as the natural one. It slowly begins to crawl up the victims body and if not stopped, will cover a person complete in darkness in 20-30 hours. Over the next 30-45 minutes it will contort and collapse their body until only the flat shadow remains. What happens to the victim is unknown. If caught early, the shadow can be removed but only if the victim is surrounded by bright light and a small laser (like a laser pointer, for example) is used carefully "cut" away from the chasing shadow.

grim: Something like the featureless, white quadrupedal shape, surrounded by blotchy redness, like the silhouette of a large dog outlined in red spray paint. Grims simply appear on high ground, never approaching, and retreating if they are approached. They usual appear after someone has been seriously wounded, and Zone hunters fear them as a harbinger of death.

memory flashes: Groups of will-o'-the-wisp-like flashes of light with colorful after-images. They move quickly to swarm around a person, typically for no more than a minute. After the flashes pass, a person so caught will have one or more new memories of things that happened to someone else instead of them. They will also likely notice at some point that one or more of their own memories are missing--always small, discrete things, but perhaps important (like a telephone number of the location of something).

Monday, May 11, 2015

Random Zonal Anomalies

Anomalies are small, discrete areas of reality distortion within a Zone. There appear to be a finite number of stereotyped distortions so similar if not identical types of anomalies have been observed in different Zones. Inspired by the means of anomaly creation in the Stalker rpg, I created a series of random table to provide a sketch of an anomaly that can then be filled in with more detail.

Anomalies are described in broad terms by their mobility, manifestation, and effect. Mobility is whether the anomaly stays in one place or moves, though different anomalies might have different types of motion (blown by the wind, moves toward living things, etc.) that should be considered by the GM. Manifestation determines how the anomaly is detected--and hopefully avoided. The exact distance away from an anomaly at which it can be detected will obviously vary, but will always be soon enough it can be avoided, if the anomaly is stationary and the explorers are attentive. Finally, effect is what it does to someone unluck enough to enter the anomaly. Note that effect and manifestation are not necessarily linked, but often are (i.e. an anomaly detected by heat will probably burn, but this isn't an absolute).

Mobility (d6)
1-4    Stationary
5-6    Moving

Manifestation (d20)
1.  Air Movement: Detritus circling in a dust devil; an unusual breeze.
2.  Cold: Chill radiates or a frigid wind blows; things in the environment frost over or freeze.
3.  Color: Objects look like their photographic negatives; kaleidoscopic waves of color wash over surfaces.
4.  Crystal: Formations, accretions or boxwork on surfaces; a dust devil of shimmering and cutting tiny shards.
5.  Distortion: A shimmering like heat haze; like looking through someone else's glasses.
6.  Electric: static electricity in the air; St, Elmo's fire dancing on surfaces.
7.  Emotion: Most will be negative, but not always: a deep sadness washes over anyone near, accompanied by vivid, painful memories; a profound feeling of oneness with the universe, that leaves a sense of loss in its wake.
8.  Gas: an unusual cloud, mist, or fog.
9.  Growth: A material covering resembling grass, fungi, cobwebs, hair or even flesh.
10. Heat: A hot wind or the feeling of walking into an oven;  objects are hot, the grounded scorched.
11. Illusion: A mirage of a person or object; a vision of another place or time.
12. Intuition: The anomaly is invisible, but you know somehow that it's there. A gut feeling.
13. Light: Flickering, dancing sparks or flashes; odd illumination like an unseen spotlight.
14. Magic: Much like an Intuition manifestation, but only detectable by those mystically attuned.
15. Pain: The feeling of pinpricks up and down a limb; an intense headache.
16. Shadow: An unusual darkness; vague shapes flicker and dance as if in firelight.
17. Smell: The stench of wet hair burning; a hint of cinnamon in the air.
18. Sound: A loud clap of thunder; the scream of the last victim playing over and over.
19. Taste: A metallic sensation like blood; an intense sourness.
20. Transparency: An object or figure appears to be made of glass or a ghostly afterimage.

Note: It is possible for more than one manifestation to be associated with an anomaly.


Sample Effects (d100)
1-4:     Accelerating  Objects passing through have a tremendous increase in velocity.
5-8:     Aging
9-12:   Burning
13-16: Corrosive
17-20: Crippling  Causes damage to a particular organ or part of the body without physical signs: blindness, deafness, paralysis of a limb.
21-24: Crushing  Like drastically increased gravitation or an invisible force striking the object.
25- 28: Deccelerating  Objects, even sound, are decreased in velocity.
29-32: Dissolving  An object begins to liquify--either fast or slow, depending on the anomaly.
33-36: Disintegrating
37-40: Entrapping  An object is trapped/entangled in energy or some physical manifestation.
41-44: Freezing  Sudden, flash freeze.
45-48: Hallucinogenic
49-52: Halting  A stasis field of some sort causes object or people to be stopped  and held in place.
53-56: Magnetic  Ferromagnetic objects are pulled into the anomaly. Electrical devices may malfunction.
57-60: Mutagenic
61-64: Necrotizing  Living things develop dead areas in exposed skin; objects begin to decay or degrade.
65-69: Penetrating  High velocity projectiles or invisible force strike objects that enter.
70-73: Petrifying
74-76: Psychic  Has effects like a psionic attack, leading to neurologic disorder or development of mental illness.
77-78: Reanimating  Dead things are brought back to life--either as fully living beings or undead.
79-81: Restoring  Dysfunctional objects are or organisms are returned to normal function.
82-85: Suffocating
86-90: Lacerating
91-94: Levitating  Things float as if weightless at a height that varies with different anomalies.
95-97: Throwing  Things are hurled in one specific direction with force.
98-00: Transporting Teleports a person or object entering to a different location.

Monday, March 10, 2014

The Simple Art of Mystery


After this weekends Detectives & Daredevils game, I was talking with the game's creator and our GM, B. Portly, and the man from Kaijuville, Steve, about running mystery-based games. This is something I've put a bit of thought into as most of my Weird Adventures games are mysteries in one way or another. Here are some things I feel like help make a mystery genre game (as opposed to game that just happens to have mystery elements or a mystery setting) successful and enjoyable:

1. Get players' buy in. To create the feel of a specific genre, everybody needs to be on the same page about what you're doing--at least if it's going to be fun for all involved.
2. Plan, but leave some blank space. You need to know the "who," the cast of possible "whos," and at least have a good idea of the "why," if you're going to be able to effectively lay clues for the PCs to uncover. There needs to be some fuzzy areas though, as the player's are going to suggest interesting details either purposefully or through their actions during play. So long as you're not changing the fundamental facts of the mystery the PCs are trying to uncover, this only enhances things.
3. The PCs always find the important clue. This one is borrowed from Robin Laws' GUMSHOE, but it can be employed in any system. If the PCs look, there going to find the critical clues. If they don't look, be on the look out for alternate ways they can discover the information. There can always be some details players' might miss, but if it's really important, don't make it hard to get.
4. Repeated interviews yield new information. As Raymond Chandler pointed out in "The Simple Art of Murder," one of the "unrealistic" things about the murder mystery is that it features a close-knit group of people. Going back to those few NPCs with new questions will get new information, because they will have thought of things since last they were interviewed or new things will have occurred as the malefactor's "plot" precedes.
7. Keep things moving. To again quote Chandler's "The Simple Art of Murder": "When in doubt, have a man come through a door with a gun in his hand." If the PCs have hit a wall or their just not connecting the dots, they shouldn't flounder too long. Their investigative actions are going to make the villains react or (related individuals with something to hide), and the reaction will often be to try to kill the PCs or throw them off the trail. Maybe the villains don't come after the PCs, but after someone else they think might give the PCs information. Their actions shouldn't be random; they should make sense, but their exact timing can be when the game needs it.
8. Everybody has got secrets. Even when someone isn't the killer/primary criminal, they may have something to hide. Hints at these provide good red herrings and discovering them gives the PCs a feeling of accomplishment while they're slowly chipping away at the big case. Be careful not to let these overwhelm the main mystery or make them too hard to discover, lest the PCs spend too much time on a tangent.
9. It's not necessary to be Sherlock Holmes. In The Maltese Falcon, Sam Spade does very little investigation. He mostly reacts to people coming after him; he thinks on his feet, keeps the other guy talking so they give up a lot of information for relatively few questions, and uses violence judiciously.

That's what I've got. Anybody else got any pearls of wisdom from their gaming table?

Saturday, June 22, 2013

Down These Mean Streets

Shadowrun has never had a good source book on New York City. Mike "Wrathofthezomibe" Evans (that mad man of gaming and Hellboy tattoos) has rectified that problem and added Vornheim inspired urban adventuring tools to boot.   What's more this Shadowrun Complete City Kit and New York City Guide can be yours for the low, low price of free.

Download it here.

Thursday, May 2, 2013

The Anthology Crawl


News of Andrew J. Offutt's passing on April 30 got me to thinking about the Sword & Sorcery anthology he edited (Swords Against Darkness) and fantasy anthologies in general. It seems to me you could use such an anthology (or anthology series) for inspiration and nonrandom "random placement" of encounters/things of interests in a hexcrawl or dungeoncrawl.

Simply pick an anthology. Read every story in it (even the duds--but skimming is ok) and pick some interesting element out of each, be it a monster, encounter, location, or item. Place these on your map in order, or arrange them to taste. You could even get more "madlibs" about it and predetermine what you were going to take from each story (an item, a place, an encounter), before you read (or re-read) the story, forcing you to stretch your creative a bit more to fit it in.


Monday, May 21, 2012

The Room at the End of the Hall


An ominous door at the end of a hall in a cheap tenament somewhere in the City.  We step over the drunk sleep it off outside.  Behind the door we find:

1. Two sets of men's clothes in puddles of goo.
2. A roiling red-tinged fog that seems to pulsate as if with the beating of a heart.
3. A well-dressed man from nowhere.
4. Walls bear but for peeling paint.  The faint sound of a child sobbing.
5. A group of 1d6 hobogoblins gathered around table watching two men play Russian roulette.
6. A single bed with a large constrictor snake curled upon it with a ominous bulge.
7. Smears of blood on the floor; a naked hanging lightbulb swinging, as if recently disturbed.
8. A nest of bugbear hatchlings and their strange birthing machinery.
9. A hillybilly giantess in a gingham dress sitting on a bed and sobbing into her hands.
10. The grim reaper seated at a table with a chess board.
11. The complete skin of an elderly man draped across a bed as if in repose.
12. Pulp magazines stacked almost ceiling high and forming a veritable maze.

Other ideas?

Thursday, November 17, 2011

Random Weird Background Trait Table


Too often, unusual backgrounds mean super-special abilities.  But they don't have to...

The character in question (1d12):
  1. Once saved a magical creature from a hunter’s trap and received 3 wishes in gratitude but squandered them long ago, with nothing to show for it.
  2. Was the sole survivor of the mysterious disappearance of all the other people and livestock in his or her home village.
  3. Owns of a pouch full of seeds which family legend holds are magical. 50% chance they are--but only sprout if planted in a singular (and far away) location.
  4. Is the victim of an unusual familial curse that causes sex change under the a particular phase of the moon.
  5. Bears a prominent scar, but cannot remember when or where it was acquired.
  6. Once had a brief--but torrid--dalliance with a personage of some prominence which he cannot forget, but the former paramour gives no indication that he or she remembers.
  7. Has two shadows (slightly offset, so not immediately noticeable) owing (it’s rumored) to a demonic ancestor.
  8. Feels a strange longing for the sea and bears a nautilus shaped birthmark.
  9. Could pass for a twin for a person of some renown or infamy.
  10. Was found as infant in ancient ruins by foster parents.
  11. Had a twin that was stillborn but with whom he or she converses at times of stress. 30% chance the never born twin blames the character for his or her death.
  12. Occasionally, at night, can catch a glimpse of large dog-like animal that seems to be stalking him or her, but never approaches close enough for clear identifcation, and disappears if approached.

Friday, June 10, 2011

Dragged from the River

A lot of unusual things get pulled out of the Eldritch and Wyrd Rivers that run through the City and flank Empire Island. Here are a few examples (1d12):

1. A crate packed with soggy straw and 1-4 large blue-gray eggs.
2. A chained box containing a frog. The frog will dance belt out vaudeville songs--but only when just one person is present.
3. A doll crudely made but nevertheless bearing an uncanny resemblance to one of the PCs.
4. A mummified creature:


5. A metal hand that, when placed on a hard surface and unrestricted, will scuttle and orient itself to point west.
6. A metal box resembling a hat box, difficult to open due to a magic lock. In darkness, a glow emanates from its seams. Particularly sensitive individuals my hear soft moans periodically from sinide.
7. An undead mermaid bearing a zombie contagion.
8. A shabby coat--which is utterly dry, and in fact, can never be made wet.
9. A case of bootleg whiskey an imbiber will be able to perceive the astral plane for 1-2 hours, and then be sick for 2-8 more on a failed save.
10. A figurine of snake-like creature with human arms. Anyone who touches it will have a nightmare about a basalt ziggurat beneath a blood-red sun in some distant jungle.
11. A book of matches from "The Ostensible Cat" night-club.
12. A wax phonograph cylinder containing a third of a potent magical incantation.

Tuesday, May 31, 2011

The Sounds of Gaming


I’ve seen other bloggers mention music at their gaming sessions. Sometimes it just seemed to be something that was playing in the background, other times people choose it as a sort of game soundtrack. I don’t know how widespread either of these practices are; Neither have been common in groups I’ve played in, but I don’t know that I have a big sample.

It would seem to me that music might break immersion in the game at times--at least popular music--as it might have very different associations for a person or take them out of the game at hand. Then again, immersion isn’t terribly important to all people or all games at all times--and it’s not like plenty of other distractions don’t present themselves that have no possiblity of game enhancement.

I can think of one game I ran where we did use music and sound effects where it very much enhanced everyone’s enjoyment. In a FASA Star Trek game back in the nineties (when dinosaurs ruled the Earth) we approached the sessions as if they were episodes of a Trek TV series. We would begin with a teaser or cold open to sort of get the adventure started, then my friend whose house we played at would cue up the theme song on his computer. Periodically, we’d also interject appropriate turbolift, transporter, or computer sounds--not always, but enough to remind us of the sensory environment of the world we were trying to emulate.

Those touches and a group of players who were all knowledgeable Star Trek fans made that the best media property based game I’ve played. I’ve dabbled in a fair number of licensed rpgs over the years, but none of the have ever come close.

So what about you guys: experiences good, bad, or otherwise with music and sound effects in games?

Monday, April 25, 2011

From the Mound


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. And so on... Any suggestions?

Monday, November 8, 2010

Adrift Amid the Random Isles


If your players find themselves, like Captain Bill Clanton and the two Javasuan maidens above, adrift in the South Seas, you might need to know that sort of island they ultimately wash up on. For just such an occasion, I present the Random Island Generator:

Island Type (d10):
01-02: Volcanic (extinct)
03-05: Volcanic (active)
06-07: Mountain top of a drowned continent
08-09: Coral atoll
  10:  Exotic (man-made, giant turtle, floating, etc.)

Island Size (these are all small in a general sense--that’s why they’re uncharted) (d6):
01: Very small (1-10 sq. mi.)
02-03: Small (11-49 sq. mi.)
04-05: Medium (50-200 sq. mi.)
06: Large (201-1000 sq. mi.)


Inhabitants (d6):
01: None
02-03: Animals
04-05: Intelligent Creatures (then see below)
06: Special

Intelligent Creatures (d12):
01-02: Crabmen
03: Lava Children (active volcanic only)
04-05: Sahuagin
06-08: Humanoid
08-10: Human
11-12: Exotic (tiny humans, giants, animal-headed, etc.)

Civilization (d100):
01-11: cannibal
12-15: peaceful
16-25: war-like women (50% man-hating, 50% man-hungry)
26-35: feuding tribes
36-45: Gender-split, feuding
46-55: Cargo cult
56-65: Lost colony, highly developed
66-75: Lost colony, devolved
76-80: Seeming utopia
81-91: Remnant of a great civilization
92-00: Other (monster-worshipping, alien, etc.)

Unique Monster (if desired) (d6):
01-03: Giant animal
04: Froghemoth
05: Living Statue(s)
06: Earth-bound god

Thursday, April 29, 2010

Character Creation in the Old West


Last year, I started playing in the very occasional Boot Hill game of Regina, she of the web-serialized, historical novel Five Dollar Mail. Gina's group likes to go somewhat rules-lite. Gina gave me a page of information on the setting, basically boiling down to "a small town with a pony express stop in the Nebraska Territory of the early 1860s" and "magic exists, but it's not flashy, more historic-feeling." And she said: "come up with the character you want to play."

After a bit of consideration, this is what I sent her:


From The Western Gunfighter Encyclopedia (Wheeler, 1975):

CROWE, GIDEON (1820-?) - gunman, spiritualist, and carnival performer. Born into a once prominent Baltimore family, Crowe was the son of a former minister and a fortune-teller and sometime-actress, described as "of Gipsie [sic] blood" and purported to be the illegitimate daughter of infamous occultist/confidence artist Alessandro di Cagliostro (Giuseppe Balsamo). Crowe allegedly fought in the service of the British East India Company in the latter days of the campaign against the Thuggee cult. Returning to North American, he was obscurely involved with the East Texas Regulator-Moderator War. He joined John Joel Glanton and his scalphunters, but deserted them shortly before the band fled Chihuahua as outlaws. He performed sharpshooting shows, and European-style phantasmagoria--"ghost shows," utilizing a primitive antecedent of the slide projector, for several years in theaters and dance-halls in San Francisco's Barbary Coast. His ultimate fate is unrecorded.

Despite being little known today, Crowe was the the inspiration for a dime novel serial, "The Sideshow of Prof. Crowe" in Mundsen & Grandee's Old West Library (1880). Here the carnival aspects are played up, and Crowe has accomplices in the form of "the mighty Negro, Samson," a mute strong-man; and "the sultry Gypsie, Appollonia," a medium. In addition to being a "dead shot with a pistol, " Crowe was said to be "master of the esoteric sciences" and "adept in the secrets of the Hindoo." In the pulp era, he served as the inspiration for a series of short stories by T. Mallory beginning in 1934 with "Satan's Gunman" in Western Mystery. Here, his associates were much the same, but Crowe himself is gifted with more of a supernatural nature. He is a skilled medium and occultist, and referred to as "the Frontier Faust." It is intimated that he is under some contract to send evil-doers to hell and is--at least once--called "the Devil's Pinkerton" by an adversary. The pulp stories, in turn, served to inspire Italian horror filmmaker Lucio Balsamo to pounce on the "Spaghetti Western" craze with Pistolero del Diavolo (1967, U.S. title: Satan's Gun). Gideon Crowe was portrayed by an actor credited (likely pseudonymously) as "Max Shreck," who is practically a Lee Van Cleef lookalike--which makes him not a bad likeness of the real Crowe given the one daguerreotype extant, believed to date from the mid-1850s.


My purpose here--writing it as "fictional non-fiction"--was to suggest hooks and interesting tidbits that might be of interest to the GM without necessarily assuming what was "true" in her world. Historically removed and masked by legend, who's to say what the truth of Gideon Crowe--the character who would result--was?

It's the sort of thing I would be able to get behind as a GM, but I was unsure how Gina would take it.

Luckily, she took it completely in the spirit intended. A few days later she emailed me the character with game abilities, fleshed out with tidbits inspired by the write-up.

I don't suggest something like this would work for ever campaign, or every player-GM team, but I think the collaborative nature of game worldbuilding should start from the very beginning, not just when the adventure begins.

Monday, April 5, 2010

The Peoples of Arn: The Kael

The Kael hold sway over the wilds in the northern reaches of Arn. These ethnically Ilsdaanan (mostly fair-skinned and -haired) tribesmen once held all of Arn, only allowing the Hazandi gypsy-folk--with whom they have an ancient blood-pact--to pass unchallenged. The coming of the forces of the Thystaran Empire changed all that, leading to years of warfare. Whole tribes of Kael were lost, and their names are no longer spoken. Gradually, the tribes were pushed further and further into the less hospitable hills and broken lands of the north.

While they still claim all of Arn as their ancestral right, the Kael only control the areas of the Ael-Uthaidd Plateau, Shielddome, the Delanoch Hills, and the Chailéadhain Highlands. The loss of the south is an ever bitter draught, and the young and disaffected tribesmen still launch raids against those they consider interlopers.

There are seven tribes of the Kael. These tribes are divided into bands, which are in turn divided into local groups composed primarily of families in of one matrilineal clan. Marriage within clan is not permitted.

Kael are predominantly pastoralists, though some live a completely nomadic lifestyle following auroch herds. Though war and raiding is generally considered the province of men, both boys and girls are trained to ride, and in the use of the bow and spear. A Battle Woman (seen as being imbued with the spirit of the war goddess) accompanies war-parties and gives counsel to the male leader on the treatment of prisoners and the division of spoils.

Inspired by the random tables originating in Aaron Kesher's "The Devil's in the Details" in Fight On!, here are a couple of tables to flesh out cultural/personality quirks of Kael characters:

MANY KAEL (1d20 3 times):
1. Dislike cities.
2. Prefer to sleep in stables near their horse.
3. Take trophies (scalps, ears) from defeated foes.
4. Treat elves with deference--and wariness.
5. Sing tribal war-chants before battle.
6. Have tattoos in geometric patterns.
7. Have tattoos of stylized animals.
8. Think battle-scars make them more attractive.
9. Name their favorite weapon.
10. Try to interpret their dreams to divine the future.
11. Have a mohawk haircut.
12. Spike their hair to look fierce.
13. Are afraid of ghosts.
14. Have an idiosyncratic taboo placed on them at birth.
15. Are illiterate.
16. Talk to the stars as if they're family elders.
17. Are mistrustful of magic-users and call them witches
18. Believe having a dwarf in a party is a auspicious omen.
19. Believe weapons have spirits.
20. Take new names to reflect noteworthy deeds.

SOME KAEL (1d10 once):
1. Are hiding from an arranged marriage.
2. Call all non-Kael or Hazandi humans "Thystari."
3. Smoke djesha-leaf immoderately
4. Have a feud with another Kael clan.
5. Have a totem animal they won't kill.
6. Attach feathers to their spears.
7. Think halflings are funny--even the anthrophagous kind!
8. Find non-Kael exotically attractive.
9. Speak the common tongue without an accent.
10. Are fascinated by civilization.

Wednesday, January 6, 2010

Glossary-lalia

Being something of a world-building aficionado, I love a good glossary/encyclopedia at the end of a fine novel. Good supplementary material of this sort shouldn't be strictly necessary for the understanding/ enjoyment of the work, but it ought to enhance what's already there, and if there are sequels (and with fantasy fiction there usually are), tantalizingly hint at mysteries to come.

Tolkien, world-building master though he is, doesn't provide the best of these to my tastes. Mainly, this is because he was doing something different in his appendices.  He offered up several essays to expand or explicate his background, not give a ready reference or lay the foundation for sequels. No, interesting though Tolkien's Lord of the Rings appendices may be, I don't find myself revisiting them. They're just too weighty.



The the best, in my mind, is the "Terminology of the Imperium" in Frank Herbert's Dune. Not only does it support the text for readers of poor memory or with "exotic" word difficulty, but it expands upon the text in ways that feel like bonus value. There's nothing really there that you need to "get" Dune, but it certainly increases the feeling of depth in Herbert's world. Herbert also gives us some short Tolkien-esque essays as well, which are really good, but the "Terminology" is where it's at.

I've on occasion tried to use a similar device/technique in gaming. I know some might be critical of this. Their response will be something along the lines of "if the players need a glossary for your game then it's too complicated!" but I think that's a simplistic view. The exoticness of the names in Barker's Empire of the Petal Throne might be an impediment to some players (after all, a lot of people have a hard time remembering everyday English names), but does that mean they should be barred from playing in worlds with more challenging linguistic backgrounds?

Surely the litmus test should be: is the supplementary material enhancing the enjoyment of the players, or is it serving the ego of the world's creator?

Now, there's no reason it can't do both, but the former, I believe, is the essential ingredient.

Anyway, I first tried something like this back in the days of  second edition of AD&D. Our campaign was suitably in then-current fashion of "EPIC!" and had a large cast and a continental sweep. Tad William's lists of people, places, and things (broken up by culture) from his Memory, Sorrow, and Thorn trilogy was the model followed. The player's at the time liked this, and I was pleased with how they utilized it in play, but my tastes have changed, and I now find this style of campaign suboptimal.

I did use a similar approach in a GURPS fantasy game several years ago. It was less well received this time--or at least it was utilized less in session. Maybe it was the player group, or maybe feeling they were a part of a "meaningful" storyline made the player's in the AD&D game more interested in savoring detail. Who knows?

In preparing my current game, I did sort of a "pitch" document for the players so we could get on the same wavelength. A portion of that was a short "encyclopedic glossary" as sort of flavor text. This time around, I didn't intend (or expect) player's to use it at gaming sessions.  I just wanted to help them get what I was going for. Largely, I feel its been successful in that regard, though maybe one of my player's may jump in here and say otherwise...

Next time, I'll post the text I gave the players--both to further my ongoing digressions on the campaign, and as one example of how I think a glossary can be used to enhance play.