Showing posts with label tv. Show all posts
Showing posts with label tv. Show all posts

Wednesday, August 19, 2020

Wild Wild West Wednesday


This is your periodic reminder that my review of the high points of the Wild Wild West television series from the 1960s, aided by Jim "Flashback Universe" Shelley continues on the Flashback Universe Blog under the Wild Wild West label. A new installment is up today.

Wednesday, July 29, 2020

Wild Wild West Wednesday Reviews


Again, I'll mention that my friend Jim and I have embarked on a review of the tv series Wild Wild West to be published on Jim's blog Flashback Universe. As of today, there are 3 posts in the serious under this tag.

Wednesday, July 15, 2020

Wild Wild West Wednesday


My friend Jim and I have embarked on a review of the tv series Wild Wild West to be published on Jim's blog Flashback Universe. Head over there to check out the first installment.

Friday, July 13, 2018

Kung-Fu Post-Apocalyptic Ravenloft

I have enjoyed Into the Badlands on AMC much more than I thought first saw advertisements for it. The fight scenes are well choreographed (much better than Marvel's Iron Fist) and it's vaguely Western post-Apocalyptic setting is more intriguing than expected.

Anyway, watching Into the Badlands the other night, I thought it not be cool in a mashup with Ravenloft. Perhaps it was the hint of 19th-Century that made me think of it, but you could replace Into the Badlands' barons with Ravenloft's Dark Lords and stir in some Vampire Hunter D seasoning.

This seems like it might work particularly well in 5e where the greater number of character powers/abilities would be easy to translate to a wuxia sort of thing.

This is Pride and Prejudice and Zombies, but it has martial arts, 19th Century stylings, and supernatural stuff too

Thursday, April 19, 2018

The Terror And the Ice-Gripped Sandbox


The AMC drama The Terror is based on the novel by Dan Simmons which in turn is a fictionalization of the lost expedition of Sir John Franklin. The events in the show and the novel have light supernatural element, but most it's a tale of the typical things that would befall ships stuck in the arctic ice for years.

I've been thinking the ice pack could replace the Sargasso Sea in the film The Lost Continent. It could hold the descendants of people marooned their years ago. Their could be a frozen graveyard of ship with weird micro-societies and weird monsters.

Monday, April 9, 2018

Visit Skaro

For those of you not familiar with Doctor Who lore (which I would imagine are vanshing few members of my audience, but still), Skaro is the homeworld of those plunger-armed, shrill-voiced robotic monsters, the Daleks.

According to the map, first appearing in The Dalek Book (1964), Skaro is almost D&D Outer Plane weird. Check out the named locales here:


Seas of Rust, Ooze, and Acid. The Lake of Mutations. The Radiation Range. All pretty dire stuff. Also, don't miss the note on the giant "serpents" of Darren that are really mutated earthworms!

If that's not enough, subterranean Skaro, is just as weird:




Sunday, February 4, 2018

Babylon Berlin


I've been enjoying the German crime drama Babylon Berlin on Netflix. It's location and time period (the 1920s) is always one I've found interesting--and I have the old posts to prove it!

For some nonfiction recommends to make your cities even more decadent: Urban Decadence Made Easy.

Here's a post on the Weird Adventures analog of Weimar Berlin, Metropolis: Desolation Cabaret

Monday, May 22, 2017

Twin Peaks and the Investigative Sandbox


Twin Peaks
returned to TV last night, though I haven't seen it yet since I don't have Showtime. But hey, here's a map!

Also, check out this classic post on Weird Towns as "investigative sandboxes."

Sunday, August 14, 2016

70s Primetime Sci-Fi TV Crossover Timeline

The Planet of the Apes game I'm starting up, isn't just borrowing from that mythos, but stealing liberally from other science fiction shows as well. In talking this over with my friend Jim Shelley of The Flashback Universe Blog, he hit on doing sort of trading cards of major timeline events. Here's my timeline and what Jim did with it. I'm not using everything in the game, but it was a fun
exercise.

An additional note: This is a TV timeline. A lot of dates in Planet of the Apes are given in the movies, so it doesn't so up in this version. The Logan's Run tv show and film offer different starting dates, but the show is being used here (though in my game, should the City of Domes ever show up, I'm using the movie date).


Creation of cyborgs (like the Six Million Dollar Man) may also rank among the late 20th Century's achievements.

Suspended animation was used in spaceflight in the 80s, so either a less developed version was already in use (as suggested by the POTA films) or data from Hunt's project  did lead to a breakthrough despite the loss of the team leader.

The actual date is August 19, 1980.

The Great Conflict is the name given this war in Genesis II/Planet Earth. These shows make it clear that the war occurred in the 20th Century, though it most have been after a subshuttle station we see in the Planet Earth pilot was built in 1992. The Planet of the Apes tv show suggests a later date, no never specifies, but this date fits with the POTA film series. The Logan's Run series sets the apocalyptic war in the 22nd Century, which is why I chose to go with the earlier film dates in my game setup.

This is also true of the 2nd Roddenbery pilot to deal with this material, Planet Earth. There Dylan Hunt is played by John Saxon.

No evolved apes are seen at the time of PAX (or even Logan's Run), true, but it could be the apes were confined to the area that once was California then. Neither of these shows necessarily covered a wide territory.


Astronauts Burke and Virdon arrive in a North America (or at least Western North America) controlled by apes in a well-established civilization in 3085, so the culture must have spread before that.

Sunday, July 17, 2016

Dungeons & Stranger Things

Watching Stranger Things the very 80s horror/sci-fi Netflix series last night gave me an idea. I won't be discussing a lot of plot detials here, but I will mention some setting/situation stuff, so the absolutely spoiler averse should beware...

So strange things are afoot in a small town, that seem to involve another dimension/universe whose walls have been breached by a nefarious research organization and D&D-playing kids investigating these goings. What if the other world was something more like a "realm of Dungeons & Dragons," as the Dungeon Master in the old cartoon used to say?

Somehow (psychic powers, I'm guessing, but maybe a device), a gaming group gets transported to this parallel realm that is a distorted mirror or their home town, filled with the trapping and set-dressing of setting-nebulous D&D. Like, geographically, where the nefarious corporations facility is, there's a mountain where evil creatures dwell. The sublevels beneath the facility are (of course) dungeons. The corporations video archive room might be a forbidden library, etc. The kids aren't transported into this realm to stay, like the D&D cartoon or Joel Rosenberg's Guardians of the Flame novels, but instead visit there in sessions and return to the regular mundane world at other times.

The kids are trying to solve a mystery of some sort in the real world. The forays into D&D fantasyland would need to serve this mystery somehow, allowing them to gain information or get access to places that they couldn't get to "in the real world." While the presentation would be different things would work pretty much the same as the Matrix/real world divide in the Matrix films.

You could run a campaign with two systems (or at least two settings) in tandem. The players would play kids in the real world 80s small town, but also kids playing D&D characters in a more conventional D&D game. The goal of adventuring in the D&D world would be to ultimately solve the mystery in the real world. Both worlds would be essentially mystery sandboxes.

Monday, February 1, 2016

Trigadasleng

So The 100 is back for its third season, again to put CW teens through the ringer in a brutal post-apocalypse (which is really fun to watch, if you haven't seen it). Trigadasleng, the sort of pidgin-sounding language of "the Grounders" (the primitive survivors on Earth that our space station bred protagonists must contend with) is pretty well developed, it turns out.  It was developed by David J. Petersen, the same guy who did Dothraki and Valyrian for Game of Thrones.

Check out this overview of Trigadasleng and this fan made full dictionary. Could be useful for your own post-apocalyptic setting. Gamma World-ese (at least as portrayed in the monster naming) isn't too conceptually different.

Sunday, June 14, 2015

The Mystery Terrarium


I don't mean the sort that might be investigated by Scooby-Doo and the gang, but rather a variant of the mystery sandbox, maybe one where player's don't even know it's a mystery sandbox to begin with. Or (to state in a more player-centric way), a setting where the level of mystery can be dialed up or down as desired.

What got me thinking about this is Wayward Pines wherein what appears to be a place again to the Village (from The Prisoner, I mean), is actually slightly more like the Village from The Village and is in fact [SPOILER] apparently a model 21st century town in a post-apocalyptic future.  So we get a setting where people are living in an artificial society where the reality of the world is hidden to one degree or another. It could just as easily be a faux-Medieval society as opposed to a modern one.

This differs from your standard post-apocalyptic fantasy setting like Tekumel in a few of ways. One, the nature of those settings isn't a secret from the inhabitants. There are details that don't know and things they don't understand, but most of time people are at least partially aware they are in a fallen world. Nor, generally, are there forces actively trying to hide the nature of the world from them. Lastly, the world is artificial to an extent--it was setup to to provide a certain environment and to fool people. It would be as if the quirky societies in the biospheres in The Starlost had been purposely created rather than be accidents of cultural drift. If the world of Anomalous Subsurface Environment were a big, crazy social experiment. Or a human ant farm.

The players' can run around the ant farm, blissfully unaware of their captivity--or they can take on the bigger mystery and try to break out.

Sunday, May 24, 2015

Salem and Threefold Alignment

Salem season 2 is on now (subtitled, "Witch War" according to wikipedia, which fits the lurid tone perfectly, so I'm disappointed they don't use it in advertising). Watching the conflict between the forces of the oppressive, conformist Christian Orthodoxy and the ruthless witches, out to steal the new world for themselves (and their dark master), it's interesting how both sides are presented as having legitimate grievances and a legitimate point of view. Both sides are also guilty depravity, harming innocents, and using the end to justify the means.

Though neither God or Satan has directly opined on the actions of their supposed agents but if we take the obviously real nature of witchery and the claims of its adherents and enemies as fact, then the with-hunters and Christian majority map to the Lawful side of things and the witches map to Chaos. Both show evidence of behaviors we might call "evil" and (less commonly) "good", so those are largely not of concern to the factions, just like they aren't in old school D&D alignment.

There is also a Neutral faction. Petrus the Seer wields magically powers and is most often seen helping the witches but doesn't appear to be one of them. The Native Americans likewise have magical traditions with real power but they are opposed to the witches. The tribes and their beliefs are also condemned by by the Salem Christian establishment.

So, there you go. All and all, a good example of threefold alignment in action.

Sunday, April 12, 2015

12 Monkeys and the Temporal Investigation Game


I after the first episode, I though SyFy's 12 Monkeys series was going to be an episodic "hunt down the lead of the week" sort of thing. I was not totally wrong, but I didn't anticipate the interesting background mythology the writers would weave into the show or the clever twists they had in store. With season one over, I think its a great example of how an investigation/mystery game could be done with points in time taking the place of physical locations.

This sort of setup requires time travel to be limited in its utility. No Dr. Who-esque traveling to anywhere in space and time. Limited the number of times a person can time travel helps. Also, having the timeframe of the mystery roughly delineated so that it covers a period of a few years or decades at most.

Like when developing a hexcrawl or a pointcrawl the events (and clues) available at every time point should be planned out before hand, so that PC's can investigate them in any order they want to, Obviously, time travel institutes the possibility that PCs might do something to change the past (or the present). The easiest way to handle this is to have changes sprout alternate timelines, so the original clues remain untampered with. The problem with that is, it removes an easy reason PCs would have to be doing this travel to begin with--to change the future.

Another way to do it would be to add new points and new clues to accomodate PC changes. The antagonists have to react to the PCs actions, perhaps though, they're helped by a tendency of the time-stream to resist change.

Finally, if you're going to go to the trouble of time traveling to solve a mystery, the stakes need to be high and the clues evocative and strange. Besides shows like 12 Monkeys, Lost, Helix, and to an extent True Detective, are good at doing this sort of thing. Getting players to wonder about the location and nature of the Night Room or who the Magic Man or Jacob is will help keep PCs interested even with setbacks or leads that don't pan out.

Thursday, February 26, 2015

Wild Wild West


Wild Wild West was conceived as "James Bond on horseback." That was a just-about perfect genre combo for the 1965, and a damn good one for today. The actual show was even cooler, particularly when it went color; it was the Old West filtered through 60s spy-fi style with Jules Verne science fiction thrown in. It's practically begging for an rpg.

The show's James Bond of the 1870s was James West, Secret Service agent, who rode around in a private train with his partner, gadgeteer and master of disguise Artemus Gordon. Bruce Lansbury, producer of the show, described it thusly (as quoted in Susan Kesler's book):
"Jim's world was one of two-faced villainy, male and female, countless 'Mickey Finns,' and needle-tipped baroque pinkie rings that put him to sleep even as he embraced their dispensers. There were inevitable trap doors, hotel walls that ground their victims to dust or revolved into lush Aubrey Beardsley settings next door, lethal chairs that tossed occupants skyward or alternatively dumped them into dank sewers that subterraneously crisscrossed countless cow towns of the period. And then there was that old Dutch sea captain, leaning in the corner of the swill-hole of a bar, who inexplicably winked at Jim as he entered … Artemus, of course, in one of his thousand disguises."
Some highlights: a super-speed formula made from diamonds; an elaborate house full of traps made by a deranged puppeteer; a ground of assassins masquerading as a circus troupe; and of course, the genius dwarf, Miguelito Loveless.


(No doubt some of you remember the 1999 film of the same way. It's fine, sort of in the way the 1998 Godzilla is fine. If you're a fan of the original show, though, it's rather like a breezy remake of Star Trek with Will Smith is Kirk and also the performer of the theme song.)

Anyway, in gaming Wild Wild West, a lot of folks would suggest Steampunk games first--but the Steampunk aesthetic is pretty much missing from the show, despite the superficial similarities in thumbnail description. Any Western rpg (or generic one) would work, I suppose--so long as it would support the Victorian super-science. The Western element is mostly cosmetic, though, Stripped of its trappings, it more resembles The Man from UNCLE at its core than say Wagon Train. I think a Western adaptation of the old James Bond game would be interesting with the spy-fi genre stuff it has built in. GUMSHOE might also be a good way to do it.


Sunday, November 23, 2014

It Came from the 80s

You never know where you might find a map usual for a game.

Need of village of nonhumans to visit/slaughter. How about a smurf village?


Need an Under(not so)dark or a small scale wilderness pointcrawl? Visit Fraggle Rock.


Monday, October 21, 2013

It's Witchcraft


American Horror Story has returned to FX with its third season. This one is subtitled "Coven." Though it's already showing signs of mixing several horror tropes like in previous seasons, the title gives away it's focus on a group of witches. More precisely, it focuses on a school for witches; it's kind of Xavier's School for Gifted Youngsters, except they have no interest whatsoever in helping those that hate and fear them.

Each of the students has a specific psychic sort of power. No real Bewitched-like all-purpose spellcasting, but some very powerful witches have more than one power. There are sort of traditional ritual magic spells, too. It's unclear how this might integrate with the innate powers, and I imagine it will stay that way. "Fuzzy on the details" is just the kind of show AHS is.

Besides the general witchery, there's (so far) an attempt to re-animate the perfect boyfriend from the remains of a bunch of dismembered fratboys, a swamp-dwelling Stevie Nicks fan with the power of resurrection, and conflict between the immortal historical figures Marie Laveau and Delphine LaLaurie.

While every season has had things that could be stolen for an rpg campaign, this season probably offers the most gameable setting so far. In fact, there's a suggestion of the European colonial witches versus traditions of oppressed peoples that is a bit reminiscent of GURPS Voodoo: The Shadow War.


Monday, September 16, 2013

Return of the Avatar


After a wait of over a year, The Legend of Korra returned last week for it's second season. If your not familiar with Korra or the Avatar franchise, take a look here.

Like the first season, it seems societal change will pay a part in the action as it unfolds. This time, the conflict may be between tradition and modernity, though as has been true of both Avatar series so far, family dynamics seem to play a big part. The story is set outside of Republic City this time (the first two episodes feature the territory of the Southern Water Tribe and the Southern Air Temple); Hopefully will get a bit of a "world tour" like in the original Avatar. Unlike the first season where Korra's foes were strictly human, malign spirits get in the game this time around--presenting a threat Korra seems ill-prepared to handle.


The animation and writing is just as good as it ever was. While it's hard to tell from just two episodes, it seems this season may not require extensive knowledge of the first to follow, other than knowing the characters and the basics of setting--something easily gotten from the internet (Though the first season is available on Amazon Instant video.)

Check it out. The first two episodes are online at Nickolodeon and new episodes air on Fridays.


Friday, August 9, 2013

An Enclopedia of Ooo


I picked up the Adventure Time Encyclopedia this week (or to give it it's full title: The Adventure Time Encyclopædia: Inhabitants, Lore, Spells, and Ancient Crypt Warnings of the Land of Ooo Circa 19.56 B.G.E. - 501 A.G.E.). If you're not familiar with Adventure Time, this post will give you the basics.

Everyone caught up? Anyway, this encyclopedia purports to be written by Hunson Abadeer, evil Lord of the Nightosphere, though there are humorous annotations by Finn, Jack, and others. It basically gives Abadeer's dismissive take on the people, places, and things of the land of Ooo.

Beyond the setting inspiration, it has another interesting element possibly worth stealing for rpg use. The entries on the major characters have a list of rumors about them. This strikes me as a good thing to write up for NPCs. Maybe some are true and some are false (a random die roll might decide), but in brainstorming you could put down whatever came to mind.

Friday, November 2, 2012

Houses of Horror


Last night I caught up on the first three episodes of American Horror Story: Asylum. This season takes us far from last season's ghost-crowded “Murder House” in present day Los Angeles to an aging asylum run by the Catholic Church in 1964 Massachusetts. The first season was a lurid (at times almost to the point of parody) romp through just about every modern horror trope the creators could pack in--and was utterly entertaining for it. The second season seems to be shaping up in exactly the same way.

Let’s check the list so far: alien abduction, snake-pit asylum, sadistic nun into corporal punishment, even more sadistic mad doctor with a deformed monster, masked serial killer on the loose,and oh yeah, demonic possession. That’s just the first three episodes; hell, that’s actually just the first two.

It occurs to me that this might be a great set-up for a horror rpg campaign. In the Call of Cthulhu mode, a lot of horror rpgs center on going places and investigating things.  What if all the mysteries were in one edifice? One pretty large place could be the nexus for a whole lot of weirdness.  It could be the horror rpg version of the dungeoncrawl. Maybe it would need to be relatively short in the grand scheme of campaigns, but I think it’s an idea worth exploring. Do you dare enter?