In "Destruction from Below" a violent leader of a Stone Age human tribe leads them underground, but then he falls into some weird mushroom patch and sleeps for a looong time. When he awakens, he attempts to lead the degenerate descendants of his band, but the modern world is too much for them to handle when they emerge in a city park. In the final story with art by DeMulder, an F-4 Phantom pilot's dream of a dogfight with a dragon is symbolically prophetic of the way he escapes an enemy in a dogfight the following day.
Wednesday, April 19, 2023
Wednesday Comics: DC, July 1982 (week 3)
In "Destruction from Below" a violent leader of a Stone Age human tribe leads them underground, but then he falls into some weird mushroom patch and sleeps for a looong time. When he awakens, he attempts to lead the degenerate descendants of his band, but the modern world is too much for them to handle when they emerge in a city park. In the final story with art by DeMulder, an F-4 Phantom pilot's dream of a dogfight with a dragon is symbolically prophetic of the way he escapes an enemy in a dogfight the following day.
Monday, April 17, 2023
Four-Color Swords & Sorcery: Monsters!
Earl Norem |
Big monsters are a hallmark of Bronze Age Four-Color fantasy of the Swords & Sorcery mode. These creatures are often are the antagonist of the "big battle" of the issue, the full manifestation of the menace posed by the main villain--and occasionally the main villain themselves. Less formidable big monsters may be an obstacle to the final confrontation with the villain.
The monsters come in a variety of forms from merely giant to gargantuan natural animals to animate statues/automata of humanoids or animal shape. Tentacled, tendriled, or pseudopod-waving creatures seem to particularly common. I suspect so their threat is made clear in a way that doesn't immediately injure the heroes or result in a Comics Code Approval imperiling amount of blood.
So are multiple heads. Both of these have the added benefit particularly in games of allowing one creature to engage multiple heroic opponents more easily.
These creatures, at least the bigger ones, are seldom defeated by hacking them until they die. In game terms, the simplest to defeat require a "critical hit" or called shot of some sort, often an injury to their eye. Others are dispatched by a trick of some sort: using the environment or their own abilities or natural weaponry against them. Finally, some can only be killed using a special item or weapon, typically obtained earlier in the adventure.
What does this meaning for emulating the genre in gaming? These are my take aways:
- Unique, big monsters need to show up regularly. Maybe not every adventure, but most of them.
- The best way to defeat the creatures should seldom be the most obvious brute force method.
- This means the GM needs to reward creative thinking by the players to handle these encounters.
- If the ways of defeating the monster are particularly limited, the means must be telegraphed to the players and be available to them.
Friday, April 14, 2023
Outgunned
Two Little Mice, the designers of Broken Compass, have a new game on the way called Outgunned, which is billed as "a cinematic action rpg inspired by the classics of the action and heist genre, from Die Hard to True Lies, passing through James Bond, Lethal Weapon, Kingsman, Ocean’s Eleven, Hot Fuzz, and the latest John Wick."
The Kickstarter hasn't launched yet, but the "quickstart" (really more of a preview) is available on drivethru as pay what you want. It's basically the same system as Broken Compass, though has a few new features and refinements. It's a bit less rules lite than BC, though still very much a rules lite game.
Wednesday, April 12, 2023
Wednesday Comics: DC, July 1982 (week 2)
Monday, April 10, 2023
Weird Revisited: Four-Color Fantasy Adventure Seeds
1. A madman seeks a golden disk to bring life to colossal automaton, an ancient weapon of war, that lies half-buried in a remote desert.
2. A city under seige! Legend holds a magic gem will restore to life the mummy of the cities demigod founder. His body lies in a crypt in deep within the city's catacombs.
3. The jungle-choked ruins of an ancient city surround a vast, walled garden, an earthly paradise, inhabited by beautiful, golden-skinned youths. The brutish beast-folk that dwell in the ruins will let no stranger enter the garden, nor any of the garden's inhabitants leave.
4. An arboreal village of elfs is harassed by pale, giant bat riding goblins from a cave high on a nearby mountainside, who raid the village for victims for their cook-pots.
5. A PC has a rare trait that fits a prophecy--a prophecy predicting the downfall of a tyrannical ruler, who means to ensure it does not come to pass.
6. A lake of lurid, swirling mists where time becomes strange. At it's center is an island with a castle where an immortal witch queen dwells with her eternally youthful handmaidens. No one comes to the witch's castle without being summoned.
7. A playing piece from the game of the gods falls to earth, perhaps accidentally or at the whim of a capricious godling. This touches off a race to acquire the piece with the rat-men minions of one sorceror contesting with the shadow demons of a cambion child--and the PCs caught in the middle.
Friday, April 7, 2023
Broken Compass What If?
CMON, the current owners of Broken Compass, have been slowly releasing the books in the second Broken Compass Kickstarter in pdf to drivethru. (When and if there will ever be a physical book reprint is unclear. There have been conflicting reports.) The latest of these is What If? It's a book of 14 "mini settings" adding to the pulp, pirates, and Verne style Voyages extraordinaires setting books already available. I've been anxious to get my hands on this book for some time as I knew it had rules adaptations for some genres I was interested in.
So, what's it got?
- Cosmic Horror for Lovecraftian stuff. It's got new rules for Madness. This one is a bit of an odd fit for BC as it's a game of cinematic action heroes, but they make a few suggestions to up the lethality.
- Space Opera is particularly geared toward a Star Warsian setting, giving rules for Energy (the Force) and succumbing to Darkness--and also for beam weapons that haven't appeared in any setting before.
- Gods and Men for Hercules and Xena style adventures. It would also work for things like the Clash of the Titans remake, and probably the Harryhausen Greek myth films or even Sword & Sandals movies. It has rules for Mythological Adventurers (demigods, exiled gods and the like).
- Good Boys, an animal adventures (typically pets) setting. It includes Animal Tags (which could be some use in creating nonhuman alien tags for a Space Opera game, now that I think about it)
- Fantasy Quest for D&Dish fantasy. It has the rudimentary magic system and rules for fantasy races. I'd choose it over D&D to play something like the Dungeons & Dragons movie! :D
- High School for stuff "kids on bikes" fare or stuff like The Faculty or a number of CW shows.
- Last on Earth, a post-apocalyptic setting. It has "Danger Clock" rules for impending doom.
- Black Light is a classic cyberpunk setting. It has rules for Grafts (cyberware).
- Toon City is for Who Framed Roger Rabbit? or Cool World type games, though you could probably ditch that angle and just use the rules for a toons game. In addition to toon characters it also gives rules for "stuffed" characters, so you come do Muppet movies, too.
- Urban Legends does X-Files or Warehouse 13 sort of stuff. It could probably also be used to set up a GvsE thing, too. There are rules for playing Supernatural entities.
- Leaving Wonderland has a narrower premise, I think, than the others. It's about trying to escape a weird, fantastical world like Alice in Wonderland or Labyrinth. There are rules for creating a random Wonderland.
- High Noon is an Old West setting. It's got Quick-draw Duel rules.
There are also guidelines for hacking the Broken Compass system, and a couple of adventure set ups.
While not all of these settings are things I see myself playing, all of them give rules that I could see myself kitbashing to make up other stuff. As such, this is a really useful book for BC fans. One caveat: in order for these settings to stay "mini" they reference material presented in the other, full setting books. If this is the only BC expansion you buy, you aren't going to be able to use it's contents to the fullest.
Thursday, April 6, 2023
Sword & Sandals Mystara
The Known World of Mystara is a Hyborian Age-esque fantasyland of often thinly disguised real world cultures from a variety of historical eras, but the general vibe seems Medieval to early modern. I think it would be interesting reimagine Mystara as a more ancient world inspired, Sword & Sorcery setting, though will not greater adherence to a single era. Here's how it could breakdown:
Emirate of Ylaruam: This desert region has always been oddly placed, but depending on what latitude you think it's at, it might be weird for it to be a hot desert. Maybe it's a cold desert like the Tarim Basin or the Taklamakan. You could ditch the faux Arab culture for something more Central Asian, and give it's central religion a more Eastern flavor.
Empire of Thyatis: Less Byzantium and more Rome, though I would probably move it more in a Hellenistic direction. What the Empire of Alexander might have been like if it had been able to hang together better after his death.
Grand Duchy of Karameikos: This would stll be a breakaway, former province (though not a "Grand Duchy"). There wouldn't be true, Medieval feudalism here, but something more like the Roman latifundia.
Kingdom of Ierendi: This kingdom ruled by adventurers is kind of a pure fantasy trope, but I would give its material culture a Minoan spin.
Minrothad Guilds: A plutocratic thalassocracy more like Phoenicia or Carthage. The Guilds would be collegia.
Principality of Glantri: Well, still a magocracy, but maybe more like the Estruscans?
Republic of Darokin: Keep the plutocratic republic, but cast it less as Venice and more as Republican Rome with a of the "center of caravan routes" feel like Samarkand or Palmyra. A bit of Persian influence wouldn't be misplaced as Darokin does border Sind, which is sort of Mystara's India.
The Northern Reaches would probably still just be sort of Vikings, I guess, maybe more proto-Vikings like the horned helmet wearing raiders of the Nordic Bronze Age. Ethengar might be more Scythians than Mongols. Haven't given much thought to the demihuman lands or Atraughin.
Wednesday, April 5, 2023
Wednesday Comcs: DC, July 1982 (week 1)
Monday, April 3, 2023
Dungeon & Dragons: Honor Among Thieves
I went with most of my gaming group to see Dungeons & Dragons: Honor Among Thieves this past weekend. The short review is: we all enjoyed it and thought it was a lot of fun.
That out of the way, I think the way that is good--and the ways that it isn't--are kind of interesting. Fantasy films, like fantasy lit, generally seem at least in part about transporting us to a different world. The best fantasy films attempt to evoke wonder or horror, the lesser offerings at least seem to want to evoke another place or time.
The Dungeons and Dragons movie doesn't seem much interested in those things. In fact, it doesn't really act like the typical fantasy movie much at all. It has the tropes, to be sure, but it doesn't try to wring a reaction from the audience with them, nor is it concerned with the typical stylistic elements of fantasy storytelling. There are no grubby streets, or seedy, dimly lit taverns. Monsters aren't really scary. Underground passages in the deadly Underdark seem spacious, clean, and relatively well lit. At best it's a dark ride at a theme park, and the magnificent CGI cityscapes could well be some sort of new addition to the Magic Kingdom.
Honor Among Thieves is a fantasy movie set in the Forgotten Realms, sure, but in a real sense, it isn't a fantasy movie of the usual sort at all. What it is a evocation of what it's like to play a D&D game. The characters (within the bounds of not breaking the fourth wall) get to be as snarky, bumbling, and at times blasé as players at the table. It's like a memorable game session dramatized before you, allowing the D&D-versed viewer to imagine what's going on at the table to create what you see on the screen.
I'd say it's very clever, if I thought that were intentional. Rather, I think it's just the fortuitous consequence of post-Guardians of the Galaxy, action-adventure filmmaking and a script sharp in the sense that it keeps things moving and is filled with as many "easter eggs" as possible. Just lucky, perhaps. Still, no gamer looks askance at a lucky roll.
Other brief thoughts:
- Elves, dwarves, and halflings take a backseat to WOTC IP "ancestries." It wasn't a choice I was expecting.
- To maintain a PG-13 rating, no doubt, things must remain bloodless, which means combat relies a lot on fisticuffs and grappling. I've seen a lot of twitter jokes (well, the same joke multiple times) about "what system would be good for that D&D movie?" but I remarked to my players after the show that Broken Compass might be better at replicating what we saw on screen than D&D.
- There wasn't really a hint of a possible sequel, but that surely won't stop them if it does well enough.
Friday, March 31, 2023
A Tale of Two Paradises
It is possible for the determined traveler who has been shown the hidden paths to walk from the Elysian Fields to another planar realm. The primaeval forests and unworked fields of wildflowers give way to pastures, farmland, and finally, quaint villages. There, they will be greeted by the local inhabitants and perhaps invited in for a meal. The traveler has come to the Twin Paradises.
The Paradises represent the rejection of the universal contentment of Elysium as unearned. Also, not for its souls is the selfless dedication required to scale the Heavenly Mountain. Those who come to stay in the Twin Paradises find contentment in industriousness and a life well-lived--or afterlife well lived.
The denizens of the Paradise reachable from Elysium are small folk like gnomes. They live in villages governed by democratic councils and send representatives to the over-councils that govern the smaller the interactions of the smaller ones. All the citizens work for the common good, and all who contribute partake of the communities' supplies according to their need. The Paradises are not Elysium; the land, though pleasant, is not free from the caprice of nature. The people, though similar in outlook, are individuals and not immune to petty disagreements and misunderstandings. It is overcoming these obstacles that make the pleasantness of life in the Twin Paradises deserved.
At the far edge of the first Paradise, there is a great, mist-filled chasm. One sturdy bridge spans it. On the far side, the land begins to become more rugged and more thickly wooded, though it is still beautiful and bountiful. Here the habitations are more isolated, and the people place a greater value on self-sufficiency. They are more willing to teach a newcomer than to provide what they view as charity. The people still work together on tasks of common need, but they do so as individuals and of their own volition.
The Holy Mountain is visible from this land on clear days. Even these hardworking folk occasionally take a moment to stare at it from time to time. They are perhaps comforted to know it exists, but they have little desire to see its heights.
Thursday, March 30, 2023
Let's Review...
Wednesday, March 29, 2023
Wednesday Comics: The Adventurers
I remarked to Jason Sholtis a couple of months ago that The Adventurers is probably the most Dungeons & Dragons comic book ever, at least until the works of Tim Sievert. Jason rightly questioned whether that includes D&D licensed comics. I think that, yes, it does in that those licensed comics have all the trappings and IP of D&D, but don't necessarily read like the writers had played D&D.
Monday, March 27, 2023
Mythic Exalted: Lookshy
The city-state of Lookshy is pretty easy to get a handle on: it's Sparta-Shogun era Japan to the Realm's Imperial China-Imperial Rome. "Sparta-Shogun era Japan" is a pretty nice combo for a more Sword & Sorcery Exalted, so it's an easy one to work with.
The name I'm not to fond of though. I'd say it's a bad transliteration of Lukshi or Luk Shi, so that's easy enough to fix. Given it's origins as the holding of an old Realm legion, I think its Sparta character should really be pushed in a Republican Rome sort of direction (making the Realm more later Empire or even Byzantium) to take into account their conservative adherence to traditions likely abandoned in the Realm.
Visually, I think I would go with the Japanese influence, but use the look of armor from an earlier era than the more Tokugawa illustrations in things like The Scavenger Lands.
Add a few Roman Legion flourishes and maybe more Greek style helmets for parades and I think it works.
A difficult bit for a lower-powered, Sword & Sorcery take on things are the warstriders. I think they are easy enough to remove, but I don't really believe that's necessary. Mecha type things are not without precedent in four-color Sword and Sorcery, at least:
I think they get easier to envision if they look like Daimajin above or maybe the Shogun Warriors. Maybe a bit less colorful that those guys.
One interesting tidbit from the initial setting description is the mention of Lookshy (Luk Shi!) Dragon-Blooded intermarrying with a "federation of outcaste bandits" called the Forest Witches. Maybe I missed it, but the Forest Witches don't seem to show up again in Scavenger Sons or 2nd edition material. It's not a major point, but it makes me think of both the "rivers and lakes" of the Jianghu and Fuqua's King Arthur, with the Forest Witches as the Picts. Jianghu Picts, perhaps?
Friday, March 24, 2023
The Library, Ao-Dweb
What follows is excerpted from the journal publications of the scholar Nura Glismod who was sent by one minster or another of Ascolanth (the writ, in the manner of all standard Imperial bureaucrat text, is unclear on its specific authorities) as part of an "exchange" with the hwaopt at the Library of Ao-Dweb.
First, I should address the less pleasant aspects of interaction with hwaopt, namely the odor. My associates and I utilized olfaction dampeners to make it bearable, but I found it necessary to burn my clothes afterwards.
What has generally been said about the Library is true: It is undoubtedly the greatest repository of knowledge currently in existence and a center for the most advanced scholarship in the world. It sprawls over numerous subterranean chambers, some of which must be natural, if modified, others some entirely constructed.
The humidity of caves would generally be a barrier to their use as an archive, but the hwaopt have enacted some sort of magical shield (one can feel it when entering the structure) that keeps the air dry. I was told by another visitor (a suspicious voluble An-Woon Thuan of the Mountain of Wizards) that the hwaopt have wards to dampen magics within the Library for fear of eroding their controlled encompassment.
The hwaopt organizational system is arcane. I was told that librarians only those you can passed rigorous examinations in the hwaopt classification of knowledge. The dangers to any would-be browser are more than merely not finding the volume one was looking for. I was told by our guide in what I assume are sober tones for a hwaopt that persons have become lost in the library for days when they wondered off to more esoteric collection areas. Apparently, scent plays some part in the hwaopt system, but the details are closely guarded.
One unusual danger in the Library: the occasional incursion by troglodytes from some neighboring caves. This occurred in a part of the structure why we were there. It is puzzling as to why the hwaopt allow this, when presumably they could prevent it. Instead, they merely close areas of the library to the public until the brutish creatures have moved on.
Perhaps related to this mystery, I happened to observe at a distance an interaction between a troglodyte and a hwaopt while we were being ushered to a different location due to the incursion. The hwaopt seemed in some sort of stupor, perhaps even paralzyed. The troglodyte approached very close with a demeanor of hostility, but the hwaopt remained rooted to the spot with an expression I would call vacant, while acknowledging the difficulty of diving meaning from their alien countenances. What became of the hwaopt, I do not know, and I thought it best not to question our guides on it.
Thursday, March 23, 2023
Mythic Exalted: The Immaculate Order
The Immaculate Philosophy in Exalted is an engineered belief system, created by a faction of Sidereals looking to bolster the Dragon-Blooded and cement the coup against the Solars. Whether it was formed from whole cloth or based on existing beliefs we aren't told, at least not in the first book. We are told the Order is monastic (presumably solely), which is unusual for earthly religions, but could be. The description of the Immaculate Philosophy and practice suggest the writers were mostly thinking of Buddhism, perhaps with a bit of Hinduism, but I think some of the more interesting parallels and inspiration can be drawn from Confucianism.
Immaculate Philosophy acknowledges the existence of the gods and spirits, but that's not it's focus. Proper ritual toward these spirits--which means these rites are respectful and discrete--is appropriate, but the focus is more on self-cultivation and living virtuously. I feel like, again not unlike Confucianism, Immaculate Philosophy would view "Heaven" (or Yushan) and being in harmony with it important, but they would largely disapprove of personalizing it as gods. Yu-Shan would be the sort hand for the proper process of the world.
In a sense, the Immaculate Philosophy is more secular than spiritual. In a world where essence is real and demonstrable, as are the hypostases of the belief, the Elemental Dragons, I feel like the focus on correct behavior, self-improvement, and social ritual, qualifies it as such.
It isn't discussed in the texts, but I feel it's more fun and more realistic if there are perhaps various schools of thought within the Immaculate tradition. We are told it's concerned with stamping out heresy, but that's an odd aspect of it and given the desires of the Sidereals who crafted it, I take that to mean mainly "too much god worship" or the "belief the Solars aren't Anathema." Within the confines of its view of the world, I suspect you have traditions that are more or less mystical or ascetic than others. The equivalents of Pure Land Buddhism or even Prosperity Gospel. Perhaps there's even "left hand path" Immaculate belief that seeks a dangerous shortcut to Dragon status?
Wednesday, March 22, 2023
Wednesday Comics: DC, June 1982 (week 4)
Monday, March 20, 2023
Weird Revisited: Professor Crowe and his Ugly Bird
This Weird Adventures post first appeared in August of 2010. I recalled it due to this cool post.
Art by Daniel Kopalek |
Crowe will typically have the following “cures” for sale, but will only be specifically hawking one at a time:
- Priapic Vigor - said to increase male sexual performance (allegedly made from extract of satyr musk, and other natural ingredients).
- Hirsutific Unction - said to cure baldness cure (from "essential oils" of de-odorized skunk-ape hide)
- Triodia’s Specific - An unguent (sometimes tonic) to cure venereal disease. (from alchemical purification of a species of lilly that grows in secret Ealerdish grottoes where nymphs are known to bathe).
- Panaceatic Lens Treatment - The patient sits under a head-sized dome of purplish crystal (actually colored glass) which he or she is told will “re-align their mental energies and vital forces to be in greater harmony with the universe.” Mostly, it does nothing, but Crowe can use it to given a suggestion (as per spell) to the patient.
Crowe’s partner or servant, is called by him “Dearest” or perhaps just “Bird,” but is known to everyone else as “Ugly Bird.” Ugly Bird is an harpy of a particular spiteful disposition--and this is in comparison to others of her kind who aren't paragons of compassion. She won’t generally be seen when Crowe is about his business of sales, but she is always watching, and never far from his side.
Prof. Enoch Crowe: MU4, HP12, spells commiserate with his level, and 1d10 real potions in his truck, besides his charlatan’s wears.
Ugly Bird: AC 7 [12], HP 17, 2 talons 1d4 each, Special: flight, unlike often presented, harpies in the world of the City have no “siren’s song” power.
Thursday, March 16, 2023
Mythic Exalted: The Gods
I wanted to continue the thought process from this post by looking as the gods of the Exalted universe. It's interesting, because the theogony and cosmogony have echoes in Greek myth, but in it's "final form" as interacted with by the players, it has some features of Chinese traditional religion.
The earliest gods or god-like beings are the Primordials who arose in chaos and then created the world from it. Their group name and function recalls the Greek Primordial deities (Gaia even shows up in both groups), but few are well described and there are hints that they are monstrous (like the Mesopotamian primordial deity Tiamat) or aloof and alien (like Lovecraft's Outer Gods, particularly as referenced in the Dreamlands stories) or both.
The Primordials create the lesser gods to run Creation for them. Chief among these are the Celestials or Celestial Incarnae who are based on the classical planets--the seven moving astronomical objects visible to the naked eye. They are largely just given the modern names for these celestial objects borrowed from Greek myth, which I think is sort of mistake, in that those names have connotations that may mislead as much as illuminate. They don't really have the roles or portfolios of the Olympians, at least.
While Apollo and Artemis are solar and lunar deities, respectively, the Unconquered Sun and Luna resemble more the gods that were the personifications of those Celestial objects, Helios/Sol and Selene/Luna or those sorts of deities in other cultures. Along those lines, I think it's better to think of the Five Maidens not as the goddesses of war, serenity, endings, etc., but as the deities of fortune and destiny related to those areas like the Greek Fates or the Norns of Germanic myth. It's a subtle distinction, but one worth making because it makes the Celestials less gods more personified cosmic forces--but more relatable and understandable ones than there Primordial creators.
They would be at the top of the Celestial Bureaucracy like the gods of Heaven China traditional belief. Beneath them were the various gods that might get more direct worship and serve as the analogs for traditional fantasy rpg deities.
All of this works pretty much as is, I think. The Celestial Bureaucracy might be viewed as working against a Sword & Sorcery or ancient (European/Near East) feel, but I don't view it as a problem. Incorporating some ancient Chinsese elements is fine with me. The names of the Five Maidens bug me, so I might change those, but do know to what right off hand. Maybe substitute the names of the Olympian Spirits?
GRIDSHOCK'D! (part 2)
How much does "retro" play a part in the aesthetic of GRIDSHOCK 20XX? We live in a time where cyberpunk is mostly considered a "retrofuture" genre thanks in large part to design that harkens back to cyperpunk publications of the 80s? How much is it a retrofuture as opposed to an alternate present?
GRIDSHOCK 20XX's apocalypse was a reality-warping event that took place in 1986, and its present day of 20XX is set several decades after that. I'd say it's an alternate present, since one of the conceits of the setting is that the existence of superhumans changed the course of history more significantly than it did in your typical "mainstream" superhero universe. The GRIDSHOCK universe's 1986 looked quite different from ours, with things like clean energy and various forms of super-science gadgetry introduced by heroes (and salvaged from villains) in widespread use. So, GRIDSHOCK 20XX's alternate, post-apocalyptic present includes elements from its alternate, pre-apocalyptic past that could be described as retrofuturistic.
In terms of aesthetics, I alluded earlier to having a more retro vision for GRIDSHOCK 20XX that changed as I and my collaborators worked on it. The original over-the-top, exaggerated 80s feel had been toned down a little by the time I published the zines, but that Trapper Keeper retrofuture aesthetic is not completely gone. The 1980s are viewed by some of the setting's factions and characters as a lost golden age, so there's still a good deal of big hair, shoulder pads, and laser grids in the setting. I think those elements help the setting feel toyetic in a way that I hope encourages players and GMs to think big in terms of what do with it.
In creating something and sending it out into the world, it seems to me there's always a bit of difference between what you liked about it and what others do. Is there some aspect of GRIDSHOCK 20XX you really like that you feel maybe folks haven't latched on to or recognized to the degree you would like?
I think those who have picked up GRIDSHOCK 20XX really like the look of the zines. That's gratifying to hear, because the aesthetics were always a focus for me. While I've had people tell me they think that the setting is awesome or interesting, so far, I haven't heard much about specific elements of it that they particularly enjoyed.
This is my first foray into writing for tabletop RPGs, so I'd love to know which parts of the zines readers liked most (or maybe didn't like as much) so I can make more of what works well for them. For example, I'd be interested to know if people enjoyed zine 3, Regions, as much as I do. I think it presents a lot of interesting, gameable material in a small package, but did others feel that way? Did they love the landscape format of that booklet or hate it? I'm not sure yet.
Hopefully you'll get some of that feedback! Last question: Where do you see GRIDSHOCK going (or where would you like to see it go) in the future?
There might be additional GRIDSHOCK 20XX zines, including adventures, adversaries, or new regions to explore. I think games often live or die based on whether they've got some solid adventures ready to go, but I'm not especially skilled at writing them. I've considered working with other creators to make that happen.