Sunday, June 5, 2016

Mortzengersturm at NTrpgcon


Saturday morning I ran a playtest of Mortzengersturm, the Mad Manticore of the Prismatic Peak. It went well, with the player's really diving in and giving the pregens some really funny characterization. And in the case of Billy Longino's Zabra Kadabra, illustration:

Zabra stole Mort's magic items!
Dennis Higgins described Azurth in his first exposure as "Disney meets Adventure Time!" (presumably with the man-eating manticores being a given. Justin "A Field Guide to Doomsday" Davis said he kept imagining it all as a Rankin-Bass stop motion feature. Justin's lips to God's ears!

Kreg Mosier, fellow Hydra Collective member Humza "Legacy of Bieth" Kazmi, and my wife Andrea (who's played this adventure 3 times now1) rounded out the group. It was a good time.

Friday, June 3, 2016

NTrpgcon Day One

James Aulds had this shirt made from my design and it is awesome
North Texas rpg con had an auspicious start for the Hydra Collective with our very first official con booth. All our stuff was selling well as were Jason Sholtis's adventure zines (the exclusive disappeared before I even arrived) and artwork by Jason and Dave Johnson. Positive things were said about Strange Stars by at least one old school luminary, which was gratifying.

Yesterday evening, my wife Andrea and I and a few other Gplussers, including Mike Davison, played in Jason's Operation: Unfathomable game (Andrea's pull quote: "truly unfathomable" (in a good way)). My pregen was a timelost Buck Rogers/Rocketeer type named "Smash" Hannigan so I got to subject the group to my attempt at a rapid-fire, mid-Atlantic accent. It's the little pleasures, you know?

Today, time to hit the dealers room and spend money on things I don't need by must have. I'll be manning the booth this afternoon, so if you're at the con and I haven't met you yet, stop by!

Wednesday, June 1, 2016

Wednesday Comics: Storm: The Battle for Earth

My exploration of the long-running euro-comic Storm, continues. Earlier installments can be found here.

Storm: The Battle for Earth (1980) (part 4)
(Dutch: De Strijd om de Aarde)
Art by Don Lawrence & Script by Dick Matena

It's been months and the Supervisor still hasn't returned Ember. Luckily, Solon remembers (finally) that the Supervisor used to talk about a secret base in the Himalayas. Storm and Solon take off to find it.

With poor visibility in the driving snows, they crash their plan into the mountain. They survive and make their way into a cave only to be set upon by another threat:


They drive the creature away, but the melee led to the collapse of the tunnel entrance. They have no choice but to go deeper into the cave where amazingly, they find a jungle valley.  After being chased by a reptilian monster, they make a raft. The current is strong and they are carried along not to a falls, but to a torrent of water streaming upward! They're carried up it and their raft is smashed on a ledge. From there, they pass through a tunnel and step out again into the snows--with the Azurian Chultu Monastery in sight.

An Azurian patrol has discovered the the wreckage of their plane and informed the Supervisor. He watches Storm and Solon approach with a captive Ember close at hand. Our heroes walk right into a trap.

Suddenly, a strange spaceship appears out of nowhere:


TO BE CONTINUED

Monday, May 30, 2016

X-Men: Apocalypse & Changing Times


I saw X-Men: Apocalypse Friday, and if you liked First Class and Days of Future Past you'll like this one too. A complete aside from the overall point of this post: contrary to many Marvel fanboys and girls I kind of like it that Fox rather than Marvel Studios gets to make X-men movies because (1) the X-men have long been sort of a sub-universe within the comic with their on distinct feel, and (2) if Marvel had had all there characters from the beginning, I don't think we would have seen an Ant-Man or even an Iron Man movie this soon--and we'd probably have Wolverine on the Avengers.

Anyway, one thing about the latest trilogy of x-films is that that are firmly rooted in specific eras of recent history (the 60s, the 70s, and the 80s), even if their evocation of those eras is more akin to Happy Days than Mad Men in accuracy. This is a departure from the Marvel Studios films which are always up to the minute "now" (except flashbacks) and most comic books which are in a strange present, that keeps getting retconned as time moves forward. Stan and Jack may have told us that Reed and Ben fought in World War II but by Byrne's Lost Generation limited in the '90s, they weren't even out of college in the 80s--and now they are probably younger than me.

The reasons for this are understandable, but it doesn't have to be that--in the comics or in your superhero rpg campaign. Maybe most campaigns don't run long enough to see much history pass during them even if you had the sessions take place more or less when they were played, but there's no reason you can't start in the past and skip ahead, playing a certain number of sessions in each era or maybe establishing a "legacy setting" by running a short campaign as "the Justice Society" before moving to the present (or at least a couple of decades) to play their legacies. The setting quickly gets historical depth that means more to the players than backstory the GM just made up.

The Wild Cards books edited by George R.R. Martin are on example of this sort of campaign and Marvel: Lost Generation is another. Both are fairly different, which shows the versatility of the concept. 

Sunday, May 29, 2016

Mortzengersturm Playtests


My NTrpgcon of Mortzengersturm, The Mad Manticore of the Prismatic Peak is just 6 days away. This past week there were not one but two playtests of the adventure: one Friday by Jeff Call (whose art will grace the adventure when published) and one by me yesterday with a group of seasoned gamers other than my regular one. Both sessions seem to go really well and will inform some minor tweaks I'm make to the adventure at the con and also to the eventually published thing.

After spending a good bit of time this past week on the pregens, I was curious to see which one the players' picked. Sir Clangor (fighter), Minmaximus the Mighty (dwarf fighter), Wulf Howlen (barbarian), Moonflower (elf ranger), and Brother Mudwort (frogling cleric) were chosen, so both the intelligence-based spellcasters and the thief were eschewed--probably having some implications on how they made to approach problems later.

One interesting thing was how much I forgot! Having written the thing based on an adventure I ran in my regular campaign (almost a year ago now, admittedly) I didn't necessarily prep in the way I might a published adventure (Orr either my desire to adhere to adventure-as-written is stronger with my own stuff! Likely a bit of both.) and so there were so fun (to me) details and NPC bits that fell by the wayside. I didn't really effect the players' enjoyment, obviously.

Another was how things play differently in the context of an ongoing campaign than they do in an isolated adventure. I've tried with the pregens and through the adventure itself to convey the feel of the Land of Azurth, but interacting with the Clockwork Princess of Yanth Country or encountering a bunch of weird creatures with punny names plays differently depending on how much you've run across this stuff before. Again, I don't think that effects player enjoyment, but it gives me something to think about in terms of generizing an adventure enough it can be used most anywhere and without losing the flavor that makes a particular setting (hopefully) interesting, because with an adventure or adventure locale derive from an ongoing campaign, that was part of the alchemy that made it fun.

Wednesday, May 25, 2016

Wednesday Comics: Annotations on Future Quest

My on-going look at Don Lawrence's Storm will take a break so that we can dive into Future Quest, the first of DC's re-imagining of classic Hana-Barbera characters. This will contain spoilers.

"Part One: Lights in the Sky"
Future Quest #1 (2016), Written by Jeff Parker; Art by Eric "Doc" Shaner & Steve Rude

"A Distance World." The story opens with what appears to be the origin of Space Ghost as the last survivor of a Green Lantern-esque group of space peacekeepers. They they all wear uniforms resembling those worn by Jace and Jan (and Gleep) in the Space Ghost cartoon. The opening caption ("years before") suggests Space Ghost's adventures do not take place in the future,  point that was unclear in the various cartoon series.

Looking for Strange Phenomena. Next, we're introduced to the members of the Quest team: Jonny, Hadj, Benton Quest, "Race" Bannon, and their dog, Bandit. They seem pretty similar to the original versions from the 1964 series, though Jonny and Hadj are older than they were when they were first introduced.

Birdman. Two characters are introduced as government agents visiting Dr. Quest: Ray Randall and Deva Sumadi. We're given a couple of clues to Ray Randall's other identity: He has a pet bird named Avenger and we're told his superior is named Falcon 7. He is (as confirmed later) Birdman, solar-powered secret agent superhero, who worked for Inter-Nation Security in his 1967 cartoon series. He was never given a secret identity in those adventures.


One of the Other Three Great Minds. Dr. Quest is still contending with his arch-nemesis, Dr. Zin. Zin appeared in 4 episodes of the original 1964 Jonny Quest cartoon and on episodes in the 80s and 90s revivals. Here, he is working with F.E.A.R., the villainous organization that opposed Birdman in his series. Zin's spider-eye robots that appear later in this issue first appeared in the 1964 episode "The Robot Spy."

"Where do you think it came from?" Hadj and Jonny come across the body of a creature from a dimensional rift that resembles Tundro, a member of The Herculoids. In another rift they peer into they see Space Ghost, Jan, Jace and Gleep, Shazzan, Mightor, and the Herculoids. Space Ghost had crossovers with all of these other characters in the six part "Council of Doom" arc in 1967.

Monday, May 23, 2016

Further Tales of Vo

There are two human(-ish) tribes dwelling in the Vale of Vo. Both are likely the descendants of the folk who crashed their ship into Vo sometime in the distant past, and both claim the ancestral hero of Liberator-Vo.

The Vozerai are a pious people who live an austere and simple life, rejecting of physical pleasures, that dwell in the nose section of the ship. Even dama-fruit is not to be overly enjoyed, lest it lead one to impiety, and from impiety to death in the jaws of the bugbears. This ultimately serves the wheel of life, true, but it is impious to throw away existence lightly. Vozerai society is somewhat theocratic, ruled by cleric scholars, but theses Learned Ones only wield as much power as the number of folk they can sway to their interpretation of the record of accumulated utterances and noises of the bugbears. One thing all Vozerai Learned Ones agree on, whatever their other doctrinal differences, is that the Voyanki are heretics deserving of devouring by bugbears.

The Vozerai are all invisible as is typical from creatures in the Vale of Vo. They have the cultural habit of murmuring or mumbling to themselves, either their inner thoughts or scraps of prayer, so as to make others of their kind aware of their presence. They try to stifle this habit when bugbears may be in hearing.

The Voyanki live in the former tail section of the ship. They hate the preachy, milksop Vozerai for long-nursed but vaguely-remembered grudges, but it may be that they are also a bit jealous. By some trick of heredity, the Voyanki are not completely invisible but only mostly so. Their flesh is utterly transparent and their bones are a very pale white with a faint pinkish tinge. For this reason, Voyanki are somewhat more likely to be meals for the bugbears. They have become into strong warriors for their own defense--and to raid the better supplied Vozerai. The war chants and cries of the Voyanki sound like an attempt to mimic the bugbear voices. Their greatest warriors claim to wear bugbear skull headdresses, but of course, no one has ever seen them.