10 hours ago
Wednesday, August 15, 2018
Wednesday Comics: Seven Soldiers
The "metaseries" Seven Soldiers by Grant Morrison and various artists in getting the omnibus treatment later this month. You might want to go ahead and pre-order that. If you haven't read it, I think you will enjoy it. Morrison sort of re-imagines several DC characters (a preponderance of Kirby characters, but not all) and makes them a team that never actually teams up (once you read it that will make sense). The art by the likes of J.H. Williams III, Ryan Sook, and Frazier Irving (and that's not all) is really good.
If the omnibus format doesn't grab you, you can still get it as two hardcovers or paperbacks.
Monday, August 13, 2018
The Giant and the Rock
Our Land of Azurth 5e game continued last night, with the crew of the yellow submarine (which included the PCs) still trying to find their way to the Land of Under-Sea. Captain Cog has been stymied from getting their bearing by a tempest that drove them deep. When it lifted, they rose to the surface and found discovered a floating rock outcropping, like a asteroid in the atmosphere overhead. Even stranger, they were hailed from it by an imprisoned giant:
Calibrax (the giant) alleges that his flying island, Yufo, was stolen, and he was unjustly imprisoned here by a wizard named Phosphoro. Calibrax wishes to enlist the party's help in freeing him from the wizard's chains. When the party seems reluctant, he suggests they take the secret passage on the underside of the island to the wizard's sanctum and discover his villainy for themselves. That, the party agrees to do.
Using Kairon's broom of flying, they fly up and open the hatch. They discover a passageway where they are weightless and a brass whistle floating inside. The bard Kully manages to find the right note to have them whisked into a strange, spherical structure, divided up into rooms. They explore the rooms and discovered several magic items before trying to open a door with a jewel encrusted design.
Waylon the frogling touches the design and finds himself in a maze, being hunted by a bronze minotaur. He must touch the gem stones found across the maze in the right order to escape. With the help of his friends, he manages to do that. The puzzle solved and the door opens to a banquet hall.
Strange music beguiles half the party and a blue-skinned woman shows up to taunt and threaten them. She is the wizards servant, Ariella. Before she can decided what to do with them, she is summoned away. Next they are greeted by the wizard's daughter, Randa. She reveals her father was ruler of a distant world, but his throne was usurped. They have been traveling "by circuitous, subconscious routes," never approaches their home by the direct path, so as not to be detected. They have been returning for "eons." Randa says Calibrax's crime was aggressively seeking her hand.
She offers to take the party to her quarters where they can rest away from Ariella's tricks, and they agree.
Calibrax (the giant) alleges that his flying island, Yufo, was stolen, and he was unjustly imprisoned here by a wizard named Phosphoro. Calibrax wishes to enlist the party's help in freeing him from the wizard's chains. When the party seems reluctant, he suggests they take the secret passage on the underside of the island to the wizard's sanctum and discover his villainy for themselves. That, the party agrees to do.
Using Kairon's broom of flying, they fly up and open the hatch. They discover a passageway where they are weightless and a brass whistle floating inside. The bard Kully manages to find the right note to have them whisked into a strange, spherical structure, divided up into rooms. They explore the rooms and discovered several magic items before trying to open a door with a jewel encrusted design.
Waylon the frogling touches the design and finds himself in a maze, being hunted by a bronze minotaur. He must touch the gem stones found across the maze in the right order to escape. With the help of his friends, he manages to do that. The puzzle solved and the door opens to a banquet hall.
Strange music beguiles half the party and a blue-skinned woman shows up to taunt and threaten them. She is the wizards servant, Ariella. Before she can decided what to do with them, she is summoned away. Next they are greeted by the wizard's daughter, Randa. She reveals her father was ruler of a distant world, but his throne was usurped. They have been traveling "by circuitous, subconscious routes," never approaches their home by the direct path, so as not to be detected. They have been returning for "eons." Randa says Calibrax's crime was aggressively seeking her hand.
She offers to take the party to her quarters where they can rest away from Ariella's tricks, and they agree.
Sunday, August 12, 2018
Indiana Jones Judge's Survival Pack
When I did my retro-review of the TSR Indiana Jones role-playing game, I mentioned the much cited fact that it doesn't have character generation rules, but noted that it did in its first supplement. It's worth taking a look at that supplement, because it has some other interesting stuff there.
The Indiana Jones Judge's Survival Pack (IJAC1) is a slim supplement (16 pages), but all contains a "supplemental" Judge's Screen with repeated information on old and new weapons, and stats for common animals and vehicles. Then there's the making of a cardboard device to allow to show the results a various sorts of checks, which seems more trouble to put together than it's probably worth.
Anyway, the first topic tackled in the main book is character generation, and it runs only one page. You roll ability score on percentile die, improve them with 30 points to spread around (but nothing can be increased above 70, though you obviously can roll over 70). Then, you determine your broad background (Education, Soldiering, and Real World), then select skills. Interestingly, the Education and Real World skills are on a chart with no dice rolls next to it, suggesting you choose them, while Soldiering does have dice rolls. Since the directions are identical, I assume this was an oversight.
The next section would be of particular interest to old school procedure-lovers: Random Ruins. It has tables that determine basic history, some architectural features, items of interest, creatures or hazards encountered, and tables of "dungeonmorphs" for room and hallway configurations. It's compact but flavorful, and might be useful for GMs in other genres, at least for some random inspiration building.
Next, the chase rules from the main book are expanded. The chase rules are a set of procedures often cited as one of the interesting thing about the game. This adds new location flowcharts (including rooftop chase for foot chases), and adds some flow stunt rules for really aggressive driving or things like trapeze swings and vaulting for foot chases.
The last couple of pages were probably interesting or somewhat useful in the pre-internet days, but all now just filler. There's chart of ancient scripts including cunieform, hieroglyphics, and runes, then a page of small maps of real life ruins/site maps.
The Judge's Survival Pack would have been an essential aid for a referee actually running Indiana Jones. Gamers playing other games still might find its random ruins or chase rules usual, the the latter would also require the basic game.
Friday, August 10, 2018
Impish Misadventures
I've had this idea for a game for a while, but haven't done anything with it yet, but I thought writing it down would insure I don't forget it.
The high concept would be: "C.S. Lewis's The Screwtape Letters meets GURPS Goblins." It would be an infernal Horatio Alger story (or parody thereof) where young imps try to get ahead in Hell's hierarchy by misadventure, toadying, and blind luck. They would be abused and give out abuse and probably come to comedically horrible ends--only to be respawned in the larvae pools and start their Sisyphean climb to archdevil-hood once again.
The rules would need to be simple, but (like GURPS Goblins) flavorful, and I imagine gameplay as something like (GURPS Goblins) with a bit of Paranoia and D&D with a pinch of Planescape.
Thursday, August 9, 2018
Armchair Planet Who's Who Update
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Art by Agus Calcagno |
There's been a bit of a lull in the posting on the Armchair Planet Who's Who superhero supplement, but work proceeds. Here are a couple of new pieces of art to prove it! Since designer's notes seem to be the new hip thing (at least according to G+ discussion), I wanted to say a bit about my approach to the writing of it, beyond the game stats side of things.
Like Strange Stars, the Who's Who is meant to suggest a world rather than completely describe it. Unlike Strange Stars, it does it almost entirely through characters, and specifically the presentation of character like the DC Who's Who or similar to the Official Handbook of the Marvel Universe. This means there might be more detail on a given character (maybe) than you need at the table, but you can always flip the page and go straight to the game stats. Or, you can read the text and get hints of the superhero universe the characters inhabit, and perhaps a sort of meta view of the different "ages" f the fictional comic book company that published them. (We won't dwell on the hypothetical Armchair Planet Comics. The only textual appearance of it will be in the "first appearances" of characters, which can be easily ignored if you find such conceits too precious.)
So you might read about the Abhumans making their home in an abandoned city of the ancient Hyperboreans or learn that Thunderhawk once teamed up with those motorcycle-riding, crimefighting ladies, the Avenging Angels, but you won't find entries for either Avenging Angels or Hyperboreans, or for the teen-humor-comic-refugee band, The Tomorrows, that Futura shares a house with. Context will hopefully be enough to get your creative juices flowing and you don't need me over-specifying homages to various fictional entities you're already aware of. If your version is substantially different than the one I came up with, well that's just fine.
Also, the characters themselves, while all fitting a late Bronze Age DC mold have hints of the eras they were likely "born" in built into them. Some have origins that clearly saw their earliest versions in the Golden Age (like Champion), while others (like Damselfly) show telltale signs of (multiple) later eras. My goal was less a consistent comics universe than a naturalistic one, though like any good handbook of the mid-80s, I've smoothed over the incongruities to make it look coherent. Which is to say, I wrote it like incongruities were being smoothed over.
As I write this, it all sounds a bit metatextual, but I don't think the finished product will require that level of engagement. Also, I feel like superhero role-playing is a genre that has always had a bit of metatextuality to it. If comics history easter eggs and homages can be put to use in springboarding the creation, well maybe, if used with restraint, they might serve a purpose.
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Art by Chris Malgrain |
Wednesday, August 8, 2018
Wednesday Comics: Storm: The Living Planet (part 4)
My exploration of the long-running euro-comic Storm, continues with his adventures in the world of Pandarve. Earlier installments can be found here.
Storm: The Living Planet (1986) (part 4)
(Dutch: De Levende Planeet)
Art by Don Lawrence; script by Martin Lodewijk
Thanks to his rescue of the daughter of the crew member, the captain agrees to let him try his plan to kill the fire worm, despite the fact he's an escaped debtor. However, Ember is held hostage and put in peril to unsure he's not playing tricks:
Storm climbs on board one of the flyers with one of the pilots and arms himself with a harpoon. When he sends a harpoon down the creatures throat, it explodes internally, where the worm has no armor:
Their flying mount is hit by pieces of the flying worm and is going down.
The current makes the animals body rigid, and they are able to walk down its wing to rescue before it is consumed by the lava. They are greeted as heroes. Ember is set free. They are debtors no more.
Storm, as the worm's killer is offered the honor of drinking one of it's eyes. Storm demures.
The Captain now has to figure out what to do with Storm and the other freed debtors. Before they can complete the conversation, both Ember and Storm began to choke and ultimately collapse!
TO BE CONTINUED
Storm: The Living Planet (1986) (part 4)
(Dutch: De Levende Planeet)
Art by Don Lawrence; script by Martin Lodewijk
Thanks to his rescue of the daughter of the crew member, the captain agrees to let him try his plan to kill the fire worm, despite the fact he's an escaped debtor. However, Ember is held hostage and put in peril to unsure he's not playing tricks:
Storm climbs on board one of the flyers with one of the pilots and arms himself with a harpoon. When he sends a harpoon down the creatures throat, it explodes internally, where the worm has no armor:
Their flying mount is hit by pieces of the flying worm and is going down.
The current makes the animals body rigid, and they are able to walk down its wing to rescue before it is consumed by the lava. They are greeted as heroes. Ember is set free. They are debtors no more.
Storm, as the worm's killer is offered the honor of drinking one of it's eyes. Storm demures.
The Captain now has to figure out what to do with Storm and the other freed debtors. Before they can complete the conversation, both Ember and Storm began to choke and ultimately collapse!
TO BE CONTINUED
Monday, August 6, 2018
Weird Revisited: Antediluvian Apocalyptic
The original version of this post appeared in November of 2015. It's an idea I revisited from a slightly different angle about a year later.
Before the Flood, (the book of Genesis tells us) humankind was exceedingly wicked, which is a good way for them to be for adventuring, really. And there were giants (gibborim) in the earth, and the Nephilim (either giants or fallen angels, or the children of fallen angels. Or something.), who were "mighty men or men of renown." Talking serpents from Eden were still probably around somewhere. And though the Bible doesn't mention they specifically, any good creationist will tell you there were dinosaurs. Check out this I'm sure meticulously researched timeline:
It's not hard to imagine a sword and sandals (plus sorcery) or barbaric sort of world were weird Antediluvian beasts and human-angel hybrids run rampant--and apocalypse hangs over it all. It's like Afronosky's Noah meets The Road. Or Hok the Mighty meets Blood Meridian. The Aaron/Guera comic The Goddamned approaches this same era, and it has a Nephilim eat Cain in the first story arc. (It does not turn out so well for the Nephilim.)
"And God saw that the wickedness of man was great in the earth, and that every imagination of the thoughts of his heart was only evil continually."Think Carcosa is the only horrifying milieu for gonzo adventure fantasy? Ditch the mutli-colored men (maybe) and get Biblical, Old Testament style.
- Genesis 6:5
Before the Flood, (the book of Genesis tells us) humankind was exceedingly wicked, which is a good way for them to be for adventuring, really. And there were giants (gibborim) in the earth, and the Nephilim (either giants or fallen angels, or the children of fallen angels. Or something.), who were "mighty men or men of renown." Talking serpents from Eden were still probably around somewhere. And though the Bible doesn't mention they specifically, any good creationist will tell you there were dinosaurs. Check out this I'm sure meticulously researched timeline:
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(source) |
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Actually Masters of the Universe, but this fits. |
Sunday, August 5, 2018
Comic Book Implosion
In 1978, DC Comics enacted a plan to compensate for problems in the newsstand market and hopefully regain market dominance from Marvel called "The DC Explosion." The plan failed in short order, leading to cancellation of a number of titles and staff layoffs and has been derisively referred to as the "DC Implosion." A new book from TwoMorrows, Comic Book Implosion, written by Keith Dallas and John Wells describes itself as an oral history of DC Comics in the era.
Comic Book Implosion chronicles the basic facts: the state of the comics industry before the Explosion and the discussions that led to it. The surprise success of Star Wars and its associated comic, interesting, is one things given a bit of discussion. We also get full coverage about what was planned for the Explosion that never happened, including what never saw print and what characters wound up at other publishers.
What might be surprising (and more interesting) are some of the conclusions. Major blizzards in the Northeast in 1977-1978 may have strangled the Explosion in its crib. No one was in a position to benefit from DC's failure; Marvel was forced to cancel about sixteen titles in the same period. Dallas and Wells argue ultimately that it was the economics of the newsstand that was killing the comics industry as it had been known. Kahn's thinking behind the Explosion was correct in many ways, but came at the wrong time and in too small a measure.
All in all, Comic Book Implosion makes for a really interesting read.
Friday, August 3, 2018
Jungian-Gygaxian Alignment
I still have to do some thinking on all the implications, but mull this chart over as I do. It shows Jungian Archetypes super-imposed with the AD&D alignment axis.
Thursday, August 2, 2018
The Finer Elements of Inner Planar Adventuring
The original of this post appeared in 2014.
It's not an uncommon complaint on the internet that the Elemental Planes are boring because they're featureless expanses of the same thingm, which is sort of like saying dungeons are boring because thy're just empty spaces underground, or wilderness adventures are dullsville because it's just a whole bunch of trees. Most environments are probably not in and of themselves terribly interesting. They're interesting because of (a) what you can put in them and (b) the additional challenges their nature presents to PCs. I would also say that the Elemental Planes can be an interesting cosmological element in a setting even if not viewed as a place to go adventuring, but it's "place for adventuring" I'm going to focus on here.
First off, the Elemental Planes as typically described are for the most part pretty hostile to human life. I don't think that's a bad thing, necessarily. High level adventurers have access to a lot of great technology (i.e. magic) to protect themselves. Guarding against equipment failure and avoiding changing conditions certainly creates a lot of tension in science fiction books and movies; there's no reason it can't be put to similar effect in gaming. It's resource management that's more than just counting.
Here are some brief ideas and inspirations for Elemental Plane adventures:
Air
This one's probably the easiest, with flying creatures, cities on clouds and the like. I would draw some inspiration from sci-fi imaginings of life in the atmosphere of gas giants. The plane of air should only be featureless like space is featureless: there should be pieces of stuff falling/tumbling through it. There should be air-dwelling Portuguese man o' war type things and air-whales like living zeppelins that one can travel or even live on. Reliance on the strongest air streams for travel would ensure that there were certain air caravan routes.
Inspirations: the Cloud City of Bespin in The Empire Strikes Back, the Star Trek episode "The Cloud-Miners," The Mysterious Explorations of Jasper Morello, Castle in the Sky (1986), Last Exile.
Fire
Fire is like a really big star, though it's surface is much cool. There would be islands of rock (and by islands, I mean things bigger that continents) floating across it, or great metal craft drifting through it's smoke-choked corona. It would, of course, be populated (though perhaps not exclusively) by beings (jinn?) composed of Fire who did very similar stuff to Prime Material humans but were fiery while doing it.
Inspirations: Any Adventure Time episode dealing with the Fire Kingdom, the neutron star life of Forward's Dragon's Egg, parts of Sunshine (2007), Secrets of the Fire Sea by Stephen Hunt.
Earth
This plane is a huge sphere (or block or tesseract, or whatever) of rock, riddled with tunnels and chambers. In other words, it's a dungeon in three dimensions. It's sci-fi asteroid mining and molerat sapients, too.
Inspirations: Dig Dug, the Star Trek episode "Devil in the Dark," Derinkuyu.
Water
Like Air, it's fairly easy to see what to put into the Plane of Water, but maybe difficult to see why you wouldn't just do that stuff on a Prime Material ocean. I would say it's like an extraterrestrial ocean planet: You can make it far more exotic than you would the oceans of your main campaign world. Societies would have vertical and horizontal borders. Different depth layers would be like different levels of a dungeon, except (depending on how science fictional you got) adventurers might need increasing pressure protection to descend to the next level.
Inspirations: Neptune's Brood by Charles Stross, The Abyss (1989), Finding Nemo, 20,000 Leagues Under the Sea, Blue Submarine No. 6, Sub-Mariner, Aquaman, and Abe Sapien comics.
It's not an uncommon complaint on the internet that the Elemental Planes are boring because they're featureless expanses of the same thingm, which is sort of like saying dungeons are boring because thy're just empty spaces underground, or wilderness adventures are dullsville because it's just a whole bunch of trees. Most environments are probably not in and of themselves terribly interesting. They're interesting because of (a) what you can put in them and (b) the additional challenges their nature presents to PCs. I would also say that the Elemental Planes can be an interesting cosmological element in a setting even if not viewed as a place to go adventuring, but it's "place for adventuring" I'm going to focus on here.
First off, the Elemental Planes as typically described are for the most part pretty hostile to human life. I don't think that's a bad thing, necessarily. High level adventurers have access to a lot of great technology (i.e. magic) to protect themselves. Guarding against equipment failure and avoiding changing conditions certainly creates a lot of tension in science fiction books and movies; there's no reason it can't be put to similar effect in gaming. It's resource management that's more than just counting.
Here are some brief ideas and inspirations for Elemental Plane adventures:
Air
This one's probably the easiest, with flying creatures, cities on clouds and the like. I would draw some inspiration from sci-fi imaginings of life in the atmosphere of gas giants. The plane of air should only be featureless like space is featureless: there should be pieces of stuff falling/tumbling through it. There should be air-dwelling Portuguese man o' war type things and air-whales like living zeppelins that one can travel or even live on. Reliance on the strongest air streams for travel would ensure that there were certain air caravan routes.
Inspirations: the Cloud City of Bespin in The Empire Strikes Back, the Star Trek episode "The Cloud-Miners," The Mysterious Explorations of Jasper Morello, Castle in the Sky (1986), Last Exile.
Fire
Fire is like a really big star, though it's surface is much cool. There would be islands of rock (and by islands, I mean things bigger that continents) floating across it, or great metal craft drifting through it's smoke-choked corona. It would, of course, be populated (though perhaps not exclusively) by beings (jinn?) composed of Fire who did very similar stuff to Prime Material humans but were fiery while doing it.
Inspirations: Any Adventure Time episode dealing with the Fire Kingdom, the neutron star life of Forward's Dragon's Egg, parts of Sunshine (2007), Secrets of the Fire Sea by Stephen Hunt.
Earth
This plane is a huge sphere (or block or tesseract, or whatever) of rock, riddled with tunnels and chambers. In other words, it's a dungeon in three dimensions. It's sci-fi asteroid mining and molerat sapients, too.
Inspirations: Dig Dug, the Star Trek episode "Devil in the Dark," Derinkuyu.
Water
Like Air, it's fairly easy to see what to put into the Plane of Water, but maybe difficult to see why you wouldn't just do that stuff on a Prime Material ocean. I would say it's like an extraterrestrial ocean planet: You can make it far more exotic than you would the oceans of your main campaign world. Societies would have vertical and horizontal borders. Different depth layers would be like different levels of a dungeon, except (depending on how science fictional you got) adventurers might need increasing pressure protection to descend to the next level.
Inspirations: Neptune's Brood by Charles Stross, The Abyss (1989), Finding Nemo, 20,000 Leagues Under the Sea, Blue Submarine No. 6, Sub-Mariner, Aquaman, and Abe Sapien comics.
Wednesday, August 1, 2018
Wednesday Comics: Storm is Coming
After a bit of hiatus, I'm getting ready to return to my survey of Don Lawrence's Storm (hopefully) next week. To catch you up since it has been a while, here are the installments so far on the current volume "The Living Planet":
Part 1
Part 2
Part 3
Monday, July 30, 2018
Two Towns
These settlements go in this world, but certainly could be placed elsewhere.
Tuskinth: A village whose primary industry is nonnig husbandry. it specializes in the so-called healing breed of furry nonnig, whose purring and warmth is said to have a calming influence on the nerves which aids in healing, and of course, nonnig of any breed are highly nutritious and flavorful. The nonnig yards are composed of hill-mounds surrounded by small moats (the nonnigs avoid water). The nonnig breeders can be recognized by the mail gauntlets they wear on their left hands, to protect themselves from the sting of the mound wyrms that form a symbiotic relationship with the nonnigs and protect them from predation with the warrens. Some nonnig breeders may keep small mounds of scintilla-sniffers on the side, but the practical folk of Tuskinth look down upon treasure-seekers.
Harfo and Sons is the most prosperous of the breeders, though many in Tuskinth would opine that only the old man, Grenz Harfo has any particular head for nonnig-breeding. His eldest son, Halx, is a handsome dullard, and his youngest. Festeu, is a idler and wastrel. Of note, he does own a rare (outside of the Daor Obdurate) telesthetic hound. The poor beast is quite mad, made so by an over-sensitivity to human anxieties resulting from over-breeding. Its shrew-like snout is has a-quiver and dripping, and it's whip-like tail sways nervously.
Horbizond: Was the name of an ancient city, and also the current modest village that squats in a meager portion of it. The people of Horbizond dress in the decaying finery of the ancients and appoint their over-sized but crumbling homes in an equally ostentatious fashion. They live in holy dread of the Prismatic Man, an angular, crystalline visitant, who materializes at random intervals to isolated folk of the town. The actions of the Prismatic Man are various and strange. He has at times pointed with a glassy finger to hidden treasures. Other times, he has emitted a chiming that the hear perceived as some spiritual wisdom. Then there are the occasions when he has seemed to produce rays of color from his palms that struck an individual dead. If there is any rationale to whom the Prismatic Man favors and whom he destroys, the folk of Horbizond have yet to discern it. In fact, they believe it would be blasphemous to do so. The Hwaopt Library is willing to pay for detailed observations of the Prismatic Man, whose nature and purpose they are eager to discover.
Tuskinth: A village whose primary industry is nonnig husbandry. it specializes in the so-called healing breed of furry nonnig, whose purring and warmth is said to have a calming influence on the nerves which aids in healing, and of course, nonnig of any breed are highly nutritious and flavorful. The nonnig yards are composed of hill-mounds surrounded by small moats (the nonnigs avoid water). The nonnig breeders can be recognized by the mail gauntlets they wear on their left hands, to protect themselves from the sting of the mound wyrms that form a symbiotic relationship with the nonnigs and protect them from predation with the warrens. Some nonnig breeders may keep small mounds of scintilla-sniffers on the side, but the practical folk of Tuskinth look down upon treasure-seekers.
Harfo and Sons is the most prosperous of the breeders, though many in Tuskinth would opine that only the old man, Grenz Harfo has any particular head for nonnig-breeding. His eldest son, Halx, is a handsome dullard, and his youngest. Festeu, is a idler and wastrel. Of note, he does own a rare (outside of the Daor Obdurate) telesthetic hound. The poor beast is quite mad, made so by an over-sensitivity to human anxieties resulting from over-breeding. Its shrew-like snout is has a-quiver and dripping, and it's whip-like tail sways nervously.
Horbizond: Was the name of an ancient city, and also the current modest village that squats in a meager portion of it. The people of Horbizond dress in the decaying finery of the ancients and appoint their over-sized but crumbling homes in an equally ostentatious fashion. They live in holy dread of the Prismatic Man, an angular, crystalline visitant, who materializes at random intervals to isolated folk of the town. The actions of the Prismatic Man are various and strange. He has at times pointed with a glassy finger to hidden treasures. Other times, he has emitted a chiming that the hear perceived as some spiritual wisdom. Then there are the occasions when he has seemed to produce rays of color from his palms that struck an individual dead. If there is any rationale to whom the Prismatic Man favors and whom he destroys, the folk of Horbizond have yet to discern it. In fact, they believe it would be blasphemous to do so. The Hwaopt Library is willing to pay for detailed observations of the Prismatic Man, whose nature and purpose they are eager to discover.
Friday, July 27, 2018
More Supers Art
Thursday, July 26, 2018
Weird Revisited: In Arcadia
Here's another of my refinements/spins on the D&D Outer Planes. This one from 2012 was expressly for the world of Weird Adventures but might be usable elsewhere.
Astral travelers sometimes finding themselves passing through a veil of mists and arriving in the apotheosis of sylvan settings, the realm of Arcadia. In this plane dwell forgotten woodland spirits and pastoral gods and creatures out of myth.
Arcadia is hyper-real; it seems more vibrant and alive than the material plane. Smells and tastes seem directly drawn from the most vivid examples in memory; everything is in technicolor and imbued with a faint glow. The world itself is alive--with potentially communicative spirits in everything. Night and day and shifts of weather are sentimental things, sensitive to the meaning of events or the mood of powerful beings.
Arcadia borders other related realms. The Land of Faerie emerges from it (though this realm also has tunnels linking it to the Lower Planes). There is also the Land of Beasts, where the iconic animal lords dwell, ruled over by King Lion.
Despite it’s ties to age-old fables, the Land of Beasts keeps up with the expectations of modern visitors. Adventures from the City have found there home mirrored there in a city of anthropomorphic animals who frequent nightclubs and drive cars. The Cat Lord can often be found here, in the swankest of night-spots.
Astral travelers sometimes finding themselves passing through a veil of mists and arriving in the apotheosis of sylvan settings, the realm of Arcadia. In this plane dwell forgotten woodland spirits and pastoral gods and creatures out of myth.
Arcadia is hyper-real; it seems more vibrant and alive than the material plane. Smells and tastes seem directly drawn from the most vivid examples in memory; everything is in technicolor and imbued with a faint glow. The world itself is alive--with potentially communicative spirits in everything. Night and day and shifts of weather are sentimental things, sensitive to the meaning of events or the mood of powerful beings.
Arcadia borders other related realms. The Land of Faerie emerges from it (though this realm also has tunnels linking it to the Lower Planes). There is also the Land of Beasts, where the iconic animal lords dwell, ruled over by King Lion.
Despite it’s ties to age-old fables, the Land of Beasts keeps up with the expectations of modern visitors. Adventures from the City have found there home mirrored there in a city of anthropomorphic animals who frequent nightclubs and drive cars. The Cat Lord can often be found here, in the swankest of night-spots.

Magical practitioners view Arcadia and its neighboring realms as places to salvage materials and items out of myth and legend, and to parley with powers that--though perhaps consciously forgotten--still retain great mythic resonance in Man's unconscious. As with all extraplanar dealings, caution is warranted: These primal beings have agendas of their own.
Monday, July 23, 2018
Quake Alley Mayhem!
David Lewis Johnson has released the first adventure for his Gathox The Vertical Slum setting (read about it here): Quake Alley Mayhem. It's design for use with Swords & Wizardry, which means it will fit most retroclones well enough, and interestingly its a tournament module, so it's good for running at your local con, so people can see the sort of wild creative the OSR is about.
The setup is simple: The leader of the Purple Rockets has had a magical artifact (the Holy Driver--a big drill-thing like something a Dreadnok might use) by these cyclopean alien ne'er-do wells and he wants it back. They've hidden it in their trap-laden and dangerous "inverted tower" safehouse. Get it back, and you'll reap a reward, but you have to make it out alive.
Dave tells us the fatality rate in the playtests was well over 80%, so "mayhem" is well put. Further reason it would be perfect for a con or oneshot, though it obviously can be dropped into an ongoing campaign. The gonzo setting and weird gangs gives the whole enterprise a Heavy Metal magazine feel, or at least a Heavy Metal gloss on a grindhouse film. It's a very fitting approach and a strong answer to the question "what do you do with Gathox?"
Dave's artwork is rough, but never sloppy. It at once invokes an old school feel, but also a bit of a punk aesthetic that complete fits the material. The aesthetic continues to the pregen record sheets, but not to the map which is sensibly business-like and readily. The single column layout reads well in pdf.
If any of this sounds interesting to you, you should check out Quake Alley Mayhem. It's available at fine digital rpg sites everywhere (well, two of them).
Sunday, July 22, 2018
Thrilling Locations
My ebay buying out of print game spree continued last week with me picking up most of the modules for the Indiana Jones rpg and getting a lot of James Bond stuff. The James Bond rpg has been justifiably praised, but one thing I don't seem people mention too much (at least not as much as the Q Manual) is the book Thrilling Locations.
Thrilling Locations is the equivalent of a very detailed "setting book" for the world of James Bond, or perhaps it's more the equivalent of the Flying Buffalo City Guides. It is very detailed, but it is also completely full of practical information of interest to players and GMs alike. Need to know the minimum bet on the roulette wheels in the American Room at the Casino de Monte Carlo? It's got you covered. How about the nightly rate for a suite at the Hotel de Paris when the Grand Prix is going on? It's got that too.
There are descriptions of how various gambling diversion work in the real world, a floorplan of the MGM Grand Hotel, a section on the features of luxury yachts, and the whole skinny on the Orient Express. While I can't vouch for the accuracy of all of this information, copyright notices in various places make me modern if this is a fairly accurate representation of the places and things covered circa 1985. If so, it makes it an interesting time capsule.
Thrilling Locations is an interesting read, and would be an indispensable research for a game set in the era dealing with the lifestyles of the wealthy and jett-setting.
Friday, July 20, 2018
More Armchair Planet Who's Who Art
I just got these pieces this week, and I have been too busy to color them, so here they are in their line art glory:
These representatives of that race extradimensional dealmaker and powerbrokers known to superstitious folk as the Devils as rendered by Jason Sholtis.
And here are members of the hidden race of variant humanity that inspired the legends of elves, dwarves, goblins, and the like: the entourage and exiled royals of the astonishing Abhumans! Art by Agustin Calcagno.
These representatives of that race extradimensional dealmaker and powerbrokers known to superstitious folk as the Devils as rendered by Jason Sholtis.
And here are members of the hidden race of variant humanity that inspired the legends of elves, dwarves, goblins, and the like: the entourage and exiled royals of the astonishing Abhumans! Art by Agustin Calcagno.
Wednesday, July 18, 2018
Wednesday Comics: Batman by Grant Morrison
I'm laid low by sinusitis, but I wanted to at least nominally honor my (self-imposed) Wednesday comic book duties. Batman by Grant Morrison Omnibus Volume One is out now. It promises to be the first of three collecting Morrison's work with the character, though I assume that means his run including Batman & Robin and Batman Incorporated, but not older stories he wrote with the character (like "Gothic"), since the first omnibus dives right in with the "Batman & Son" storyline.
While I've always liked the character, I've never been a big reader of Batman comics, but Morrison's run was really enjoyable. It's often a bit like Silver Age or goof Bronze Age with a modern sensibility, similar in goal if not in presentation to All-Star Superman. It is dark in spots, true, but it brings back a lot of elements from earlier eras that have largely been tossed from continuity, and once the "event tie-in" stuff is out of the way, it gets much tighter and, I think better. In fact, the ending of his entire saga, made me feel that the "R.I.P" portion of the storyline had faltered less than when I first read it.
Monday, July 16, 2018
Total Party Jam Kills the Blue Meanie
Our 5e Land od Azurth game continued last night with the party re-united (after the explosive ending of last session) in the strange Blue Pagoda on the Misty Isle of the Meanies. They were faced with a door which they had been told would lead to the chamber of the Supreme Blueness. Inside, they found yet more of the guards, who they slaughtered pretty quickly after the obligatory attempt at deception, spoiled once more by the Meanies noting the musical instruments carried. The Meanies hate music.
Beyond that when was another door, and a larger Blue Meanie sitting in a floating egg chair. Again, the party tries to get information from his and deceive him, and again the fact that the bard is still carrying his guitar visibly spoils the deal. The Meanies (again) hate music!
So, the party goes about killing the few guards here. A giant flying glove emerges from behind the throne to smack down Erekose a couple of times. Shade's rain of arrows softens up all their foes for the rest of the party to finish off. In the end, their is only the Supreme Blueness and his right hand Meanie, Max.
The leader laughs at calls for his surrender. He assures the party reinforcements are on the way. He also proclaims that he is utterly immune to their attacks and magic. The party claims to discount this, yet no one attacks him to prove otherwise. For a few rounds, their is a stalemate while the party tries to figure out what to do.
Then, Waylon the Thief, acting on a hunch, whips out his banjo and starts planning. His Supreme Blueness cries out and writhes in pain. Kully the Bard starts playing his guitar and Shade the Ranger her flute. Dagmar and Erekose begin singing (probably badly), and Kairon casts Thaumaturgy to create music at an amplified volume. Under this assault, the Supreme Blueness withers to nothing.
With his passing, the mists recede from the isle, and the people who were turned to stone are restored. The party finds a fancy, handle-bar mustache in a velvet box, and hope to locate someone who can point them in the way of the Land of Under Sea.
Sunday, July 15, 2018
G.I. Joe Role-Playing Games
I've mentioned before on this blog that I made a G.I. Joe role-playing game (based on the 80s incarnation) back in the day. Revisiting the era of the action tables with Indiana Jones brought that to mind and got me interested in just what was out their in terms of unauthorized Joe role-playing. Here's what I found:
Technohol 13 has statted ip the Joes, COBRA, and even the Oktober Guard in FASERIP. He's broken them down by year (presumably of release of the toys).
Jay Libby has done this one based on the FUIZON system (remember that from the late 90s?). It's pretty comprehensive, as well.
Finally, here's one Ben Lathrop did using Mutants & Masterminds.
There are a couple of games that are G.I. Joe-ish but nor G.I. Joe, so they could be officially published. Crafty Games did Real America H.E.R.O.es for its Spycraft. They have a bundle of other cartoon-themed Spycraft conversions, misnamed "Saturday Morning Spycraft" because most of the cartoons they are homaging were syndicated afternoon fare.
Strike Force 7 by Super Genius Games is for Savage Worlds. It appears to be not as direct a pastiche as Real American H.E.R.O.es, but the G.I. Joe inspirations is still clearly there.
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.
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.
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This is Pride and Prejudice and Zombies, but it has martial arts, 19th Century stylings, and supernatural stuff too |
Thursday, July 12, 2018
Weird Revisited: Toward A Hard-Boiled Fantasy Sandbox
"Walk down the right back alley...and you can find anything."
- Sin City (2005)
Folks of a poetical inclination have called the City "unnamed." Truth is, the City has too many monikers for anybody to know them all. But you say "the City," and everybody from yokels up in the Smaragdine Mountains, to the newsie on the corner knows where you mean. There was a city here before it became the City, you know? Then some swell got himself itch to be an emperor and brought the five baronies together. So here we are, and that swell got his empire, but maybe it didn't turn out the way he thought. The City doesn't need soldiers or armies when it's got commerce and style.
Alright, maybe they've got all the movie stars--and most of the sunshine--out there in Hesperia, but all the other culture's right here. Ships come into this harbor from all over the world--bringing stuff to sell, bringing people. And a lot of the decide to stay. You go to the right neighborhood and you'll swear you got dropped into some foreign country. And the nightlife? This town jumps, friend. From low-class gin-dives to tony swing-clubs, it roars. I'd steer clear of the hinky alchemical liquors, though. Word to the wise.
Now, those joints I was talking about are full of would-be toughs and hard-cases come here to make a name for themselves. They go ransack the ruins the Old Ones, left all over the countryside, then they come to the City to sell their haul and hit the town. City-folk are happy to separate a rube from his money. Gin, jazz, janes--you know, whatever. Guys can make money too, if they know were to look. The gang bosses that run the streets always got a need for muscle, or a little cheap wizardry. Sometimes the ghouls from Undertown get kind of rowdy, and the coppers start looking for guys to deputize, too. Or maybe the rail-yards are looking for bulls to crack a few goblin skulls. Then of course there are bounties on monsters that need killing. What, you think there's only gold down in those ruins? Anyway, you get the idea. There's dough to be had, and plenty.
So welcome to the City. Have a good visit--but watch yourself, pal, things can get rough.
Wednesday, July 11, 2018
Wednesday Comics: Steve Ditko
With the passing of comics legend Steve Ditko, I thought it was worth looking at some of his work. I'm going to take a broad view of his career and not just focus on his work at Marvel, which many would consider his high point.
Likely his greatest work, the early issues of Spider-Man also have the virtue of being almost constantly in print in one collection or another.
Ditko's characters got more off-beat in his DC years, presaging the sort of stuff he would do in his later career in indies (though without as much of a political bend). This collection includes both the Shade the Changing-Man and Stalker stories, as well as some anthology pieces. You should check out his Creeper stuff too, but that collection is out of print and pricey.
While we wait for an omnibus of his work with the Silver Age Captain Atom, Blue Beetle, and Question at Charlton, you can check out the early issues of that work in this DC Archive.
Finally, for a nice overview of his career, check out Stranger than Strange: The World of Steve Ditko.
Likely his greatest work, the early issues of Spider-Man also have the virtue of being almost constantly in print in one collection or another.
Ditko's characters got more off-beat in his DC years, presaging the sort of stuff he would do in his later career in indies (though without as much of a political bend). This collection includes both the Shade the Changing-Man and Stalker stories, as well as some anthology pieces. You should check out his Creeper stuff too, but that collection is out of print and pricey.
While we wait for an omnibus of his work with the Silver Age Captain Atom, Blue Beetle, and Question at Charlton, you can check out the early issues of that work in this DC Archive.
Finally, for a nice overview of his career, check out Stranger than Strange: The World of Steve Ditko.
Monday, July 9, 2018
The Aberration!
I had hoped to show an example of the layout for the front (fluff) and back (game stats) of the pages in the Armchair Planet Who's Who today, but unfortunately, I was only able to get the front page finished to my satisfaction. Hopefully, I'm have the back page with ICONS stats up in a post later this week.
If you'd like to see the Marvel Super-Heroes rpg stats for this guy, you can find them here.
Sunday, July 8, 2018
The Adventures of Indiana Jones Role-Playing Game
TSR's Indiana Jones rpg from 1984 carries a reputation for badness. While tastes, of course, differ, the only factual information used to support this claim is the decision to not include character generation rules in the basic game, the designers intending you to play Indiana and his cohorts. This decision was corrected in the 1985 Judge's Survival Pack in rules that take up one page. The one time I played this game back in the day, we were undeterred and made up our on characters anyway by modelling them on the existing ones.
I've seen other deficits or poor decisions asserted on line that aren't true. Even wikipedia claims "No formal system of hit points or determining actual character death is put forth, and instead is left to the referee as a role-play element." The lack of hit points is technically correct, but the rest of that sentence is completely false. There are other similarly "true, but that gives a false impression" statements in the article.
So what is the game actually like? Well, in brief in resembles in broad strokes other TSR games of 1984-85, including Conan and Marvel Super-Heroes. It uses a percentile system and a color-coded chart in part of the process. It has skills, but it isn't really a skills-based game. It is cinematic and fairly "rules lite" in a pre-1990s way, which is to say not really rules lite by modern standards. More on the light side of rules medium.
It has attributes clearly derived from the D&D standard, but doing slightly different things. Strength is what you would expect, and Appeal is Charisma. Prowess is like Fighting in MSH. Movement is both speed and some of Dexterity, and Instinct is mostly Perception or Wisdom, but carries a bit of Intelligence's water, too.
Most actions are based on roll under attribute rolls. Like those other games, it has something of a unified mechanic, though it has not fully committed to this and has a number of special subsystems, which use the same sort of die rolls but in different ways. Attributes rolls can be modified to twice rating as a situational bonus or half or fourth rating for situational penalties. These are the only dice modifiers. Rolls of 96-00 are always "bad breaks" (critical failures), and 01-05 is a "lucky break" (critical success). Beyond that, there are levels of success based on the roll which have color codes and different meaning depending on which attribute is being checked.
It has the sort of rules quirks common in games of this era. It uses hit locations (different for various types of attacks) which are determined by reversing the numerals in the Prowess "to-hit" roll. The initiative system seems like it would either be fun or really irritating in play. It requires a sort of competition (using Movement rolls) among all those declaring they want to act at a given point. While interesting, I'm not sure what it adds over a simple initiative roll for everybody and seems like it would take up time.
It has "mook rules" of a sort with goons not accorded the same advantages that PCs and villains enjoy. Certain types of threats like drowning or falling are given "Danger ratings" that function like Prowess does in combat-style roles. Chases get almost a mini-game all their own.
So what about the lack of hit points? Well, damage causes wounds, light, medium, and serious, and wounds are applied to various body locations. Wounds are additive with 2 mediums equaling 1 serious, and impairing after a certain level. Three serious wounds carry a chance of death or unconsciousness, and four serious wounds mean death.
All and all, it looks like it would work pretty well in play. Some systems are a little wonky or over-complicated but none look really unfun. Other parts of it seems like good choices for a pulpy, lighter ruled game.
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