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.

Wednesday, September 27, 2023

Wednesday Comics: DC, December 1982 (week 4)

I'm reading DC Comics' output from January 1980 (cover date) to Crisis! This week, we look at the comics hitting the newsstand on August 26, 1982.


Weird War Tales #118: Kane provides a cover that seems to be an homage to Giant-Sized X-Men #1. I've praised Kanigher certain sort of inventiveness before and this issue is another example. He and Carrillo have the G.I. Robot and the Creature Commandos brought to London to be decorated by the King. With this framing device of our heroes adventures getting related to his Royal Highness, we get the usual sorts of adventures of these guys. G.I. Robot, who already bested the samurai robot, now has to face the "geisha robot"--and the female is deadlier than the male, because J.A.K.E. apparently doesn't want to hurt a lady. Instead, in their second encounter, he leads her on a chase that winds up with her destroying herself stepping on a landmine.

In the Creature Commando yarn, a group of Nazis escape from a military prison and take a group of kids that had previously been having a picnic with the Commandos captive. The monsters go all out to rescue their young friends.


World's Finest Comics #286: Burkett and Buckler/LaRosa contain the zodiac story. After Zatanna's injury last issue, Superman and Batman take her to the JLA Satellite, but ultimately Wonder Woman decides to take Zatanna to Paradise Island where they can use the Purple Healing Ray. Batman and Superman return to their respective cities.

In the meantime, Dr. Zodiac ponders his current situation and recalls how he was sprung out of prison by Madame Zodiac, who he's now romancing. It's clear that she has been the promoter of his actions to fulfill the dictates of the evil dark cloud she serves. 

The dark cloud is on the move again. Its powers seem to unleash people's darkest impulses and turns people against each other using hate as the fuel.Clark's neighbor's dog is stolen by a Satanic cult to be sacrificed. Superman stops them, but he is once again attacked by the dark cloud and is temporarily incapacitated. In Gotham City, Lucius Fox returns home to find the Ku Klux Klan waiting for him outside his house. Batman, Robin, and ultimately Superman respond.

Later, the dark cloud has gained all the power required from Dr. Zodiac and Madame Zodiac, and a new wave of monsters start plaguing the cities of America. The Justice League members encounter werewolves and vampires. In Gotham, Batman, Robin and Superman contend with a horde of zombies, but after dealing with the monsters, Batman is possessed by the dark cloud.


Action Comics #538: Barr and Norvick have Superman at a low point after his defeat by Jackhammer. Bruised and half-conscious, Superman limps to Jimmy Olsen's apartment and asks his friend to use his disguise skills to help him hide his bruises. 

For the next few days, Superman keeps a low profile, using his other powers to thwart robberies from a distance as his wounds heal. At the same time, Jackhammer exploits his newfound fame to rise in the Metropolis underworld and go on a crime spree.

After a week goes by without a Superman sighting, the Daily Planet staff starts wondering what has happened to their hero. At night, Clark Kent privately admits to himself he is afraid. Thinking of his parents, Clark mans up and heads out.

Superman confronts Jackhammer again, but the armored villain still has the upper hand. The crowd of on-lookers moves in to help Superman, distracting Jackhammer long enough for Supes to defeat the foe. Superman receives the multitude's congratulations, but he insists he's the one who is grateful for the help of the people of Metropolis.

In the Aquaman backup by Rozakis and Saviuk, Aquaman and Mera first have to deal with the fallout of her out of control powers. Then, it's revealed that Mera's psyche is somehow imprisoned and someone else shares her body--a someone who commands the body to strangle Aquaman!


Arion Lord of Atlantis #2: Kupperberg and Duursema bring Arion back to Atlantis, which is under attack from Thamuz, a state-city ruled by D'Tilluh's son M'Zalle. Arion helps defend the city and defeats a band of assassins. Arion learns his rival, Garn Danuuth, is commanding the Thamuzian forces and seeks a secret hidden beneath the city. 

Meanwhile in the wastelands, Lady Chian and Wyynde try to find their way back to Atlantis under the mistaken belief that Arion is dead. They encounter a girl named Mara fleeing from Thamuz. She carries with her a crystal ram's head which soldiers have been sent to retrieve. Chian and Wyynde defeat the soldiers, then bring Mara back to Atlantis.


All-Star Squadron #16: Part One of this recounts All-Star Squadron #14 which has now been altered due the crossover that just completed last month now having never happened. When the All-Star Squadron returns to the meeting rooms of the JSA.  they discover a disheveled Wonder Woman await for them. She had her own encounter with Nuclear. Steve Trevor was captured in the battle, and she has come to the Squadron seeking aid.

The Squadron takes Wonder Woman’s invisible plane to Norfolk to investigate. They track Trevor and Nuclear to the lab of a dilletante named Percy Playboy. The villain’s magnetic powers are effective against the All-Star’s, but Trevor escapes and shoots Nuclear, apparently killing him.

Thomas concocted this story to plug an old continuity gap. Percy Playboy, the villain Nuclear, had his first and only other appearance in 1950 in Wonder Woman #43. Strangely, that story is called "Nuclear's Return" and calls him Wonder Woman's archnemesis, even though he never appeared before. So, Thomas gives his that previous meeting, at least in continuity.


Captain Carrot and His Amazing Zoo Crew #10: I bought this issue off the stands as a kid. Andy "Wolfie" Wolf, the antagonist of Peter "Pigiron" Porkchops from when they both were just funny animal characters in the 40s is brought into this superhero update by doing a riff on the Wolfman. A curse transforms him into the Wuz-Wolf--'cause he "was a wolf, but he ain't no more."

Anyway, there's also a backup where Fastback has to deal with Chesire Cheetah who reminds me a lot of Chester Cheetah, except he's not cheesy. In the literal way, I mean. 
 

Detective Comics #521: Conway and Novick seem to be heading toward returning Catwoman to villainy by first making her the crazy ex-girlfriend.  Selina awakens from a nightmare where she murders Victoria Vale. She calls Wayne Manor, hoping to talk with Bruce, but when Alfred tells her that Bruce is asleep (really, he's out as Batman), Selina assumes that Bruce is really spending the night with Vicki, which only makes matters her jealousy worse. 

A few hours later, Vicki Vale gets a visit from Catwoman, who warns her to stay away from Bruce and she threatens to kill her if she doesn't. The next morning, Vicki tells Bruce all about it. Bruce tells her that Selina was responsible for their breakup and that now she has to deal with him moving on. As Vicki and Bruce kiss, Catwoman watches from a distance and makes a vow to fight to the death for Bruce's affection.

With Selina's heel turn, Green Arrow moves into the backup slot courtesy of Cavalleri and von Eeden. And we're in for some early 80s computer stuff! A story on computer crime Oliver Queen is working on vanishes from his terminal at the Daily Star. In its place he gets the image of Hi-Tek, who tells Oliver that he deleted his story rather than have his secrets exposed. Learning the address of the IT firm that stores the Star's data, Oliver becomes Green Arrow and goes there to confront H-Tek, but instead has to deal with an exploding robot that knocks him out. GA wakes up to find security sticking guns in his face, demanding he explain what he's doing there.


Jonah Hex #67: Fleisher and DeZuniga continue Hex's trail of vengeance against the rogue cavalrymen responsible for the death of Jonah's fiancée, Cassie Wainright years ago. This time, it's Croy's turn. He's a gambler and cheat. He tracks Hex to the town of Careysburg and takes a shot at him through a hotel window but instead kills a barmaid visiting Hex for the evenings.

The next morning, Croy fires another rifle shot that creases the back of Hex's skull. A few locals bring him to Doc Brewster's office, and Hex begins to suffer from fever dreams. He recalls the events, which led to the death of Cassie.

The following day, Croy learns that Hex is still alive and decides to take another try. He barges into Brewster's office, but Hex seems fully recovered. Croy tries to get the drop on him by way of a concealed revolver in his sleeve, but Jonah shoots him twice in the chest before Croy can get a shot off.


New Adventures of Superboy #36: Kupperberg and Schaffenberger delve into the dangers of standardized testing in schools! A researcher (I guess) named William Wright administers a test in Smallville High School and is able to take mental control of a number of students there. He discovers that he commands mental power enough to defeat Superboy.

In the Dial-H for Hero backup by Bridwell and Bender, Chris is captured by the Master and his dial is taken by the villain who proceeds to dial himself a powered identity.

Monday, September 25, 2023

Arena Assault


I completely forgot to write up our last session (two Sundays ago) in our Land of Azurth campaign. The party was still trying to figure out a way to free Bellona, War Lady of Sang, from the control of Loom. Their attempt at subterfuge hadn't played out the way they thought, so they shifted tactics and cased the place for an assault under cover of night.

The were pretty sure Bellona was being housed in the building behind the arena, but the means of spying (using Waylon's owl familiar) were insufficient to get a real sense of the inside of the place. Still, they are confident in their abilities.

The sneaking across the deserted arena is easy, but they must have tripped some alarm, because an image of a being called itself Loom appears before them when they reach the door and demands they bow down in reverence. Most of the part goes along, but Dagmar views it as sacrilege and won't do it. Loom allows his lackeys to attack first: Helmarg the troll woman and her ogre bruisers move in to attack--but Loom says this match won't be to the death.

These guys are tougher than the party anticipated, but after a battle that saw Waylon fall twice only to be revived by Dagmar healing magics, they finally prevail.

When they still won't bow to Loom he unleashes some sort of poison cloud on them. They still isn't enough to take them out, thanks to good saving throws all around. After looting their unconscious foes, they prepare to move into the complex. 

Thursday, September 21, 2023

A Taxonomy of Fantastic Lands


Thinking about the phylogenetic connection between the Lost Worlds of Victorian adventure fiction and the planetary romances of last century led me to an overall classification scheme for all sorts of unusual/fantastic lands or country within large settings (whether that larger setting be an approximation of the real world or a secondary, fantasy world). This was quickly done, so it might bear further though. 

The Strange Country: The Strange Country probably is an outgrowth of The Odyssey and Medieval travelogues. It is a place definitely situated in the wider world and generally not differing in its physical laws but possessed of its least one unusual feature whether than be a geographic anomaly, cultural eccentricity, or weird animal. Most of the various city-states of Barsoom, and the countries of Vance's Tschai or Raymond's Mongo fall into this category. The "Planet of Hats" TV trope is the Strange Country on a planetary scale. The Strange Country differs from the more mundane foreign land by the degree of exaggeration in its unique thing and by the fact that beyond that thing, it isn't usual that foreign in terms of culture, language, etc.

The Lost World: The Lost World is more remote and more divergent from the outside world that the Strange Country. Most often it's an isolated pocket of one or more elements of the world's past, but it could be completely alien. Perhaps its most defining feature is that it is typically a hidden place and is much harder to reach than the strange country. Maple White Land of Doyle's The Lost World is the prototypical example, but Tarzan encounters a lot of these "lost valleys" from Crusader to remnants to lost Atlantean cities. The dividing line between the weirder Strange Countries and Lost Worlds isn't entirely clear, but if the place is widely known to scholars just seldom visited, it's a Strange Country. If no one knew it existed or it was believed to be mythical, it's a Lost World.

Fairyland: The Fairyland is a region defined by its fantasticalness. Physical laws may be very different from the surrounding world. If it has contact with the wider world if is limited and geographical conscribed. Often though, it will be as remote as the Lost World--even more so, perhaps, because it may not strictly be placeable on a map, existing in an extradimensional space. Literal Fairy lands are generally Fairylands, but so is the demonic subworlds of a number of Michael Shea's fantasy novels, Hades in Greek Myth, or Wackyland in Warner Bros. cartoons featuring the Dodo.

Wednesday, September 20, 2023

Wednesday Comics: New Stuff I've Liked

 I spend all my Wednesdays talks about old comics that I don't get much of a chance to talk about newer things. Here are a couple of recent comics that I have enjoyed and you might too. They all happen to have "world" in the title.

World's Finest: I've mentioned this one before, but Waid's and Mora's classic (Bronze Age-y) stories and characterization with a modern sensibility continue to be really good. There are now a couple of collected editions in the series.

World's Finest: Teen Titans: Spinning out of World's Finest, Waid and Emanuela Lupacchino bring a similar (though not identical. Being about younger characters makes this book feel a bit more modern) to a sort of new version of the 70s Teen Titans. It's like what might have been if X-men style angst and later 80s Deconstruction hadn't intervened.

Worldtr33: Shifting gears, this is a horror comic by James Tynion IV and Fernando Blanco. In 1999, a group of computer nerds discovered the Undernet―a secret underworld/intelligence in internet. They charted their explorations on a message board called W0RLDTR33. They thought they sealed the Undernet away for good. But now, seemingly random killings posted on social media proclaim the arrival of a new age. The world has access to the Undernet again, and, like Cthulhu rising, it will mean a terrible new age dawning for humanity unless they can stop it again.

Monday, September 18, 2023

What I Like


In this DIY rpg world, there are a lot of factions, cliques, theorists, declarations of movements, manifestos, categorizations. I'm not really adherent to any of these except in the loosest since of being an rpg enthusiast of a certain vintage, preferring games of a more traditional tabletop lineage (in which I would include most rpgs) rather than strictly story games, and being a member of the Hydra Co-op and enjoying the gaming material written and run by my fellow Hydra heads. I do have things that I like in games and try to produce in the games I run.

It should go without saying, but to make it clear, I don't necessarily think these things are better (though sometimes maybe I do!), they just happen to be my preference. Starting loosely with a list that gets quoted a lot in Old School and related circles that I believe was created by Scrap Princess allow, here's what I like:

1. Interact with the world. I want players to approach the world as if their characters are inhabiting it, not as a gloss over a rules set or just flavor. The world, however, isn't merely composed of (imaginary) physical objects and locations but of (imaginary) social relationships, and conventions of genre or setting.

2. There is nothing that is supposed to happen, but some outcomes are more likely given (1). The story is in the hands of the players, but the world is going to dictate some more likely outcomes of actions. To give absolute, unfettered agency is to violate the first principle, but there is always a high degree of variation within a broad outcome, and the player actions and preferences are going to determine how it all turns out.

3. The player is an actor but also a participant in a social activity. I don't mean actor in the arch sense of the stereotyped thespian behavior, but I mean that the player has the roll of portraying a character, but also in considering (in a somewhat metagame fashion) what makes sense for that character within the larger context of the "story" unfolding. (And by invoking "story" here, I don't mean in a preconceived way. I mean: given the inputs of character, setting, situation, and genre, what seems cool to the player to have happen?)   This differs from the stance of strictly playing the character, wherein the player gives no consideration to the big picture, which can lead (in my view) to a player becoming too involved in the character and viewing the character's losses or setbacks as a loss or setback for themselves. Also, "it's what my character would do" can lead to disruptive behavior at the table.

4. It's the player's job to make your character interesting and to make the game interesting for yourself and others. This follows logically, I think, from (3) and (1) and leads directly to (7) below. The GM is also a player in this regard.

5. The character sheet is the mediator between theory and result. Plans and actions should be conceived in line with (1) and a lesser extend (3), but the mechanics of the game should support the actions players are likely to engage in. The character sheet as the rules-based abstraction of the character's capabilities ought to have some role in that, otherwise why not just play pretend and dispense with it?

6. Player skill/talent is important. The way I see rpgs as "winnable" is not primarily in character survival or successfully achieving goals (though those things are far from insignificant) but rather in making the experience more fun or cooler. I like skills and related systems some old schoolers dislike, but I think good, clever roleplay and tactics--defined as ideas that are not merely sensible or logical in the abstract but are also entertaining, spur/inspire players, and show clear consideration and interaction with the sustained, consistent, imaginary world we are involved with--are crucial.

7. Sometimes your character will die, but it's seldom interesting to die pointlessly. Death can be an important possible outcome in rpgs and I don't generally favor removing it as an option (though perhaps some games make a case for this), but I don't find pointless death as a result of computer game style "gotchas" or super-swingy rolls fulfilling. It's more gamey perhaps than I typically want. Often, another sort of setback other than "start over" is a better option to me.

8. It's fun to try new things. New settings, new mechanics--all worth a go. I don't think there is a particular formula of the type of game I want to spend all my time with. To me, it would be akin to eating the same thing every day for lunch. It gets old. Sometimes that even means sampling something you already know you aren't going to like most of the time to see if you enjoy partaking of it rarely.

Thursday, September 14, 2023

Witchmire Rumors


 A few rumors regarding the Witchmire on Gnydrion:

  • “Does the Witchmire seem forlorn in aspect? Well, so it is. But it is also locale of historic importance as the site of the Landfall, which is to say, the place of humankin’s advent on Gnydrion.” 
  • “I take you for experienced travelers, inured to the variegated configurations human appetite and proclivity may take, so I will speak with candor unadorned by circumlocution: The prominent families of Gamory are perverse. Their cult seeks congress of a carnal nature with ieldra.”
  • “The witch Heth has come to live on an island surrounded by treacherous quag. She wears the semblance of a crone, but in her true form she is youthful and very beautiful. She holds a treasure of jewels and fine trinkets lavished upon her by wealthy suitors in her homeland.”
  • “Last winter, a mushroom-hunter of Draum made it known he had happened by a Black Obelisk with an aperture where before there had been scatheless stone. Word perhaps traveled as far south as Ascolanth, for scant months ago a party led by a trio of sorcerers arrived. They hired a guide and undertook to find the Obelisk. None of that expedition returned.”
  • “Are you familiar with the ditty? It speaks of the disappearance and looked-for triumphant return of  Prince Wanaxandor. He found it expedient to flee more civilized regions after his ill-planned efforts to overthrow the rule of his uncle, the Panarch. He is popularly supposed by rustics and simpletons to be in hiding, gathering a force armed with dire alien armaments, plundered from the Black Obelisks for a repeated attempt.”
  • “Wollusk is no more in the grip of rogues meager of scruple than most habitations similarly situated far from civilization, but Zeniba and her Devils have a zeal in the application of violence that borders on obsessive. My admonition: watch yourselves and do not attract undue notice!”
  • “A famed medium from the South has recently arrived. She offers intercession for the folk of the region with the wrathful presences of the Mire. She asks no compensation at present for her services. Popular opinion is divided between those that regard her as a fool and those that judge her insane. I am broader of imagination than most and accord both concepts a measure of validity. Be that as it may, I suppose she will need escorts in her endeavors.”