Wednesday, November 10, 2021
Wednesday Comics: DC, February 1981 (wk 1 pt 2)
Monday, November 8, 2021
The Affairs of Wizards
What is a D&D character to do after they've surpassed all those domain building levels? Epic level campaigns where the monsters are just have more hit points? Walk a path of apotheosis like some out of Mentzer's Masters Rules set?
Both of those are good, but they could also hang out in luxury, go to parties on exotic demiplane, try to one-up their fellow epic levels at every turn. In other words, they could act like the Arch-Magicians in the Rhialto the Marvellous stories by Jack Vance.
I feel like the hero/quasi-deities of Greyhawk are ripe for this treatment (see Mordenkainen's magical prep of what must be an epic sandwich in the image above), but Elminster seems like this sort of guy as well. I don't mean to suggest they would never go on something resembling a traditional adventure (Vance's "Morreion" is good inspiration, here.), but the main challenge for these demigods is out doing other beings of power. Sure you could kill Asmodeus, but wouldn't it be more civilized and rewarding to humiliate him in front of his infernal peers?
Thursday, November 4, 2021
The Conquered Setting
I've thought about this before, so I find it a strange I haven't blogged about it, but I can't seem to find the post if I did. Anyway, tt seems like one way to ameliorate problematic nature of of D&D and related fantasy game characters killing hapless humanoids to clear them from their land and take their stuff is to have the PCs being the ones fighting off the invaders. This is not guaranteed to free a setting of racist stereotypes (just take a look at Nowlan's Armageddon: 2419 AD), but it's perhaps a start. It at least makes the PCs freedom fighters rather than conquistadors.
Inspirations abound (I'll list some below) but something like the set-up of the 70s science fantasy comic from DC Starfire would work well. Two warring factions invite armies from other worlds to fight for them and wind up getting conquered by them. The mercenaries-turned-conquers might be orcs and drow, or something more exotic. Ideally, there should be a difference between them, but not a difference that makes one side particularly preferable as allies to the other. You could also have the remnants of the two native blocs (elves and humans. maybe) that called in the outsiders still be mistrustful of each other.
I think it works best if the invading forces lost cohesion due to infighting or to fighting with the other invaders, and are now only slightly more powerful that the indigenous folk, but not enough so that they can really mount a concerted effort to destroy them. Perhaps in many places the native people are allowed to live out their lives relatively peacefully as second class citizens in the alien-order (like the humans in the Planet of the Apes tv show--or any number of real world examples). There could also be some weird artificial cultures like the various *-men groups in Vance's Planet of Adventure.
Anyway, other genre works that could be inspiring:
De Camp. "Divide and Rule." Aliens conquer Earth and enforce a neo-feudal culture on mankind.
Burroughs. The Moon Men. Men from the Moon have long ago conquered Earth and reduced North American civilization to a more "primitive" state. Not dissimilar from the Star Trek episode "Omega Glory" if you replace the Communists with Moon Men--and Burroughs' original draft had Communists!
Killraven from Marvel Comics.
Wednesday, November 3, 2021
Wednesday Comics: DC, February 1980 (wk 1 pt 1)
Monday, November 1, 2021
Horrors from the Past
I really should have posted this on Halloween, but entertaining horror is still entertaining horror, right? All last week the Radio Classics channel on satellite radio was a running a series of horror episodes from the Golden Age of radio. Here are a few of the best I heard:
"Three Skeleton Key": A lighthouse off French Guyana is overrun by thousands of rats from a wrecked derelict. Stars Vincent Price.
"House in Cypress Canyon": A strange tale of something bestial lurking in a new, post-war subdivision.
"Poltergeist": No relation to the film of the same name, other than being a tale of a malign spirit moved to horrible vengeance by a desecration of a graveyard.
"Behind the Locked Door": A sort of Lovecraftian horror story about some discovered in a cave near Lake Mead.
"The Shadow People": They can't be seen in the light, but a young woman finds out their deadly reality.
Friday, October 29, 2021
Talislanta in the Dying Earth RPG
Thursday, October 28, 2021
Encounter with the Cyan Sorceress
Our Land of Azurth 5e game continued on September 16 and again last Sunday. The party passed through the door opened by the sleep walkers and into an older structure. Just beyond the door, they encountered an animal like a great cat with a ball of energy for a head. The party fought with it, and though it had some unusual powers, put it down reasonably quickly.
Wednesday, October 27, 2021
Wednesday Comics: DC, January 1981 (wk 2, pt 2)
Monday, October 25, 2021
Seven Years in Azurth
We played the 7th anniversary game of our 5e campaign last night, having had the inaugural session in the Land of Azurth on October 19, 2014. It hasn't been as many sessions as the time might suggest; we only played once a month over much of that time, though the pandemic and a switch to telegaming led to an increased frequency. Still, it's the longest myself or any of my players have continued a game.
We've lost no characters to misadventure, and only one player has left the game over that time period: the teenage daughter of two of the other players who decided she had been things to do than game with middle-aged folks.
I can't say my eye hasn't wandered to other games over that time. It has probably helped the longevity that we were able to squeeze in Star Trek Adventures in the pandemic, and I'm able to play some other games with another group. Still, I think the inertia of doing this game for so long actually helps carry it forward. It's much easier to quit something you haven't invested as much in.
I don't think we've plumbed the depths of the setting, yet. There's still a lot more the group could get up too.
Sunday, October 24, 2021
Vancian Talislanta
I've again been pondering running Talislanta in Pelgrane Press' Dying Earth rpg. Why this particular ruleset, which just happens to be based on the work of an author who was a big influence on Talislanta (particularly when there's another Dying Earth game on the way, after all)? Well, attempting to emulate its source material, it discourages combat and killing and encourages social interaction and trickery. While this isn't the only way to approach Talislanta, it is certainly a reasonable way to do it, and one supported by the example of the picaresque travels of Tamerlin through the land in The Chronicles of Talislanta.
Also, take a look at the key ingredients of a Dying Earth adventure the GM advice identifies:
- Odd Customs
- Crafty Swindles
- Heated Protests and Presumptuous Claims
- Casual Cruelty
- Weird Magic
- Strange Vistas
- Ruined Wonders
- Exotic Food
- Foppish Apparel
Friday, October 22, 2021
Minaria: Muetar
Muetar is the largest kingdom of Minaria in land area and possessed of the largest army. Its rulers are the descendants of the Mueta horse lords who first harried the city-states of the Land of the Great Rivers, then were its foederates, until a chieftain general Oyaro (Old Meuta: Hoyaru), forced the Princes of Methluma to give him the title of Supreme General or Warlord. The word, as borrowed into the Muetarian tongue, eventually came to mean "emperor." Oyaro's line came to be the de facto rulers of the land in a military dictatorship that developed over generations into the current feudal state.
Thursday, October 21, 2021
Hearing the Owls Hoot in the Day Time
Owls Hoot in the Day Time & Other Omens was the title of the 2003 collection of Manly Wade Wellman's John the Balladeer/Silver John stories from Night Shade Books. I have long been a fine of these Appalachian-centered fantasy stories (they were an influence on Weird Adventures). Recently I bought the audiobook of this collection for a work trip. I probably have read these stories in nearly 20 years so it was fun to revisit them and the narrator is just right for the material.
Wednesday, October 20, 2021
Wednesday Comics: DC, January 1980 (wk 2, pt 1)
Monday, October 18, 2021
Dark Sun: The Bandits of the Crimson Oasis
The last two sessions of our Forbidden Lands Dark Sun campaign saw the party (now having made the acquaintance of the dune peddler Egon the Honest) taking yet another job from the dwarf merchant Urum ath Wo. Urum believes he has reliable information regarding the rumored treasure of the merchant prince Darom Madar said to be hidden in the remote Canyon of Golothlay.
Urum plans to do this deal separate from his work for House Zawir, hoping to strike out on his own. Egon negotiates the party not just decent pay, but a share in future profits.
The arrangements made, the small caravan heads out for the Silver Springs Oasis with the party acting as guards and scouts. At Silver Springs they plan to palaver with Chief Toramundi of the Silver Hands, the elven tribe that holds the Springs. Urum believes he has specific knowledge of the desert that might be helpful.
Along the way, they avoid an erupting swam of baazrag, and notice a halfling spying on them. Eowen the Elf tracks the halfling back to a small oasis, but finds whoever was there has already left. Fearing an attack, she heads back to the caravan, but is waylaid by the halfling. She kills the halfling, but hears that a fight has begun in the arroyo the canyon the caravan was passing through.
The others are set upon by a dwarf ornamented like a sun priest, and three human bandits. After a short battle, the dwarf and one of the humans are dead. The other two surrender. Looting the bodies, they take studded leather armor and find a pouch with two potion fruit.
Putting some distance between themselves and the canyon, they decide to stop for the the night and make camp.
Saturday, October 16, 2021
The Sword & Sorcery Paperback Renaissance
Likely touched off by the success of the Lancer (and Ace) Conan paperbacks, the '70s was a Golden Age of Sword & Sorcery paperback fiction. Okay, most weren't that good, admittedly--but there was stuff like Karl Edward Wagner's Kane, Charles Saunders' Imaro, and a number of works by Tanith Lee that were good, just to name a few. Also, even books that weren't all that great were often graced with Frazetta covers.
These gradually disappeared in the 80s. Sword & Sorcery was a genre born in short fiction, and while perhaps workable in slimmer novels, the multi-volume, thick fantasy series was ill-suited to telling tales of wandering swordsmen or rogues. The small press magazines that published this sort of fiction were already rare and soon disappeared entirely.
Amazon and ebooks have provided an avenue for the genre's return in something resembling its 70s glory. A number of small presses (and self-publishers) put out this sort of material with suitable, throwback covers. I confess to not having read many (well, any) of these volumes yet, though I do have a couple on my list. What's more exciting, though, is some new collections of stuff I already like.
Sorcery Against Caesar: The Complete Simon of Gitta Short Stories collects all of Richard Tierney's Sword & Sorcery tales of his version of Simon Magus of New Testament fame. He mostly fights Lovecraftian menaces cloaked in pseudo-historic references. Chaosium had a collection a couple of decades ago, but there's wasn't complete.
Charles Saunders has passed on, but his Imaro novels are back in print, and then there's Nyumbani Tales, a collection of non-Imaro stories in the same setting.
Friday, October 15, 2021
Westernesse
While traveling some for work, I listened to Vance's Suldrun's Garden as an audiobook. It gave me an idea for a setting:
Wednesday, October 13, 2021
Wednesday Comics: DC, January 1981 (wk 1, pt 2)
Sunday, October 10, 2021
Minaria: Immer
Thursday, October 7, 2021
The Small Setting
For some reason, the idea of a small setting has long had some appeal for me. Something like the British Isles or any other single country, sure, but also even smaller, like an single province of a country (Averoigne, Poictesme)--or smaller still, like an immense Gormenghast-esque castle and its environs.
Obviously, hexcrawling has limited to no utility in a setting like this, and it's probably not grist for a long term campaign, if you do the usual D&D activities. But you know, most campaigns I play in or run don't seem to be long term enough that that would create into a problem. My Land of Azurth campaign will be 7 years old this month, and while the players have now ventured beyond Yanth Country, I feel like we could easily still be in that terrain (roughly the size of the state of Georgia), allowing for the brief planar, time travel, and underground other-realm excursions they've done.
What's the appeal to me of the small setting? I'm not exactly sure. Perhaps it's the thought of accreting a lot of granular detail in one part of a setting in a way players will actually find interesting versus that detailed city supplement approach where most of it never gets used. There's also the possibility of developing more of a robust "supporting cast" and layering in mysteries big and small. It also makes adventure locales less likely to be one-offs, encouraging the portrayal of them as living, changing places.
In short, maybe, it's bringing some of the aspects of the megadungeon to a setting that isn't centered around a megadungeon.