Wednesday, September 7, 2022
Wednesday Comics: DC, December 1981 (wk 1 pt 1)
Monday, September 5, 2022
Views on the Great Wheel
Intelligent beings of planar aware civilizations have attempted to conceptualize the meaning of the Outer Planes. Some of the these explanations are mutual exclusive, but that does not mean they are false. The planes are beyond human understanding in their totality. Or best theories are vastly simplified models.
Pseudo-Xrieixes in his frequently cited commentaries to the Analects of Law, proposed that the cosmos was in fact driven by seven syzygies, with the concepts in the pairs being conceptualized as planes, but unable to be fully comprehended in isolation. The earliest of the these was Law and Chaos, but others were elaborated in an increasingly complicated universe:
Abnegation of self and egotism
Willing service and imprisonment
Contentment and despair
The natural world and perversion of nature
Liberty and authority
Noble struggle and senseless conflict
Seswura views the planes are distinct entities. She is less concerned with their opposing planes across the wheel, and more concerned with the "major gravities" of concept in the local area. She states their various ethe in the following way (in Grelmarthan's translation):
Mechanus: The Program is All. Execute the Program and Unity will be restored.
Archeron: Law is what Authority makes it. An Army will be forged and subdue enemies without and within.
Hell: The Law must punish all transgression. If Unity cannot be restored we will fashion a new Order.
Gehenna: Nothing burns in Hell but Self-will, and we will immolate it for the New Order.
Hades: All that is left of self is Despair.
Carceri: The Demons of Self-Will must be chained and taught to self-confine.
Abyss: There is only Self and only ever was. All else is ugly falsehood and must be destroyed.
Pandemonium: Is there self? What are these voices that torment?
Limbo: Change is all. Unity is eternal and also never was.
Ysgard: All things are impermanent but the contest. We will harness chaos through noble struggle.
Arborea: Revel in freedom and passion, and let others do the same.
Beastlands: There is a cycle to all things. Be in the moment.
Elysium: What is the Godhead but Joy?
Bytopia: Be content in good works at the foot of the Mountain.
Heaven: There is a Mountain and at its Peak you may know the utter self-lessness of Unity.
Arcadia: Not all may scale the Mountain, but all can find meaning in Law at its foot.
Friday, September 2, 2022
The Known World in the Real World
I've previously re-imagined Karameikos as a state in the Balkans. I don't think it's the only D&D setting Known locale that would be easy to translate into fictional countries in the real world. Here are some others:
Darokin: An alpine microstate and republic (like it's larger neighbor, Switzerland), likely descended from the kingdom of the Lombards. It's a modern banking center.
Glantri: A city-state near the Italian-Slovenian border, landlocked, but not far from the Adriatic.
Ierendi: A volcanic archipelago, part of Macronesia, in the North Atlantic.
The Isle of Dread: A mysterious island in the South Pacific.
And here's a now a non-Known World one:
Barovia: A small region in the Carpathian Mountains in Eastern Europe.
Wednesday, August 31, 2022
Wednesday Comics: DC, November 1981 (wk 2 pt 2)
Monday, August 29, 2022
Weird Revisited: 70s TV Science Fiction Combined Timeline
An additional note: This is a TV timeline. A lot of dates in Planet of the Apes are given in the movies, so it doesn't so up in this version. The Logan's Run tv show and film offer different starting dates, but the show is being used here (though in my game, should the City of Domes ever show up, I'm using the movie date).
Creation of cyborgs (like the Six Million Dollar Man) may also rank among the late 20th Century's achievements.
Suspended animation was used in spaceflight in the 80s, so either a less developed version was already in use (as suggested by the POTA films) or data from Hunt's project did lead to a breakthrough despite the loss of the team leader.
The actual date is August 19, 1980.
This is also true of the 2nd Roddenbery pilot to deal with this material, Planet Earth. There Dylan Hunt is played by John Saxon.
No evolved apes are seen at the time of PAX (or even Logan's Run), true, but it could be the apes were confined to the area that once was California then. Neither of these shows necessarily covered a wide territory.
Astronauts Burke and Virdon arrive in a North America (or at least Western North America) controlled by apes in a well-established civilization in 3085, so the culture must have spread before that.
Saturday, August 27, 2022
The Challenge of Ysgard
In the belief of adherents of Chaos (or at least some of them), Ysgard was differentiated and divided from pure Chaos when the moment the schism between Law and Chaos was recognized. The Ysgard of today, however, bears little resemblance to that primal conceptual realm as it has been shaped by the minds of beings since. It is a realm of archetypes and story, in a myriad variations. The trials it subjects souls to are often of a violent and dramatic cast, with bloody, heroic battles played out on an exaggerated terrain. They seldom have a clear beginning and ending; there is a reason that Ysgard is often associated with the serpent devouring its own tail.
In keeping with this essential nature of the plane, participants may come to violent ends, but these endings are never permanent, merely transformative. There are some souls, however, that come to perceive their experiences as imbued with profundity beyond that which is readily apparent in the events themselves, while others come realize they are mere shadows, lacking any substance. In the end, there may be little difference between the two positions, and souls achieving either sort of enlightenment are not seen again in Ysgard.
Monday, August 22, 2022
Quest for the Serpent Throne!
We gave Broken Compass a go last night, playing the adventure that appears in the Golden Age sourcebook for "classic" 1930s pulp. I've given me read through impressions of the system previously, but this was my first time running it.
The "Quest of the Serpent Throne!" brings our intrepid adventurers: hunter and sometime smuggler, Kerry "K.O." O'Sullivan, and archeologist, Margaret Stilton to Calcutta to meet with Stilton's colleague, Professor Upandra Ram. They bring with them an artifact known as the Naga Shell which is supposedly to be essential to finding the mystical Chintamani stone, and opening the temple where the stone can be used to summon the Naga back from their exile to the netherworld.
They head out in search of the lost temple in the Bengal Jungle, but on a steamer up the Hooghly River, they discover they aren't the only one seeking it: Sumar Nagarani, an arms dealer and fascist sympathizer also seeks the temple. He offers our heroes a lot of money to recruit them, and they agree, but refuse to give up the Naga Shell. What will the consequence be? We'll have to wait until next session to find out!
The system went pretty well in play or it being our first time with it. Overall, I was pleased with it, but I'm glad I chose to go with an adventure they wrote as it made up for some of the lack of examples of the mechanics in action in the book. Not that there are any, but I could have used more.
Sunday, August 21, 2022
The Planar Grand Tour
I've been thinking about finishing this series on the Outer Planes. We'll see if that happens, but here's a review of where it's been so far.
Friday, August 19, 2022
Weird Revisted: Cold War Planescape
Take Planescape's Sigil and re-imagine it as vaguely post-World War (it really doesn't matter which one) in technology and sensibility. It's the center of fractious sometimes warring (but mostly cold warring) planes, but now it's more like Cold War Berlin or Allied-occupied Vienna.
Keep all the Planescape factions and conflict and you've got a perfect locale for metacosmic Cold War paranoia and spy shennanigans. You could play it up swinging 60s spy-fi or something darker.
There's always room for William S. Burroughs in something like this, and VanderMeer's Finch and Grant Morrison's The Filth might also be instructive. Mostly you could stick to the usual spy fiction suspects.
Wednesday, August 17, 2022
Wednesday Comics: DC, November 1981 (wk 2 pt 1)
Monday, August 15, 2022
Fire from the Void
Our Land of Azurth 5e continued to explore the tower built to channel the the wild magic of the fallen star. After damage from some traps, they found a room where the energy could be dampened by slowing the flow of energy to the spinning stone--which a wizard's notes was be used somehow to bore into realities.
After shutting off two dampeners, the power decreased considerably. They entered the room where the jagged length of obsidian-like star stone was slowly stopping it's spinning. In the distance sealing of the dark room a shadow shape spoke:
"How long have I waited? Drawn here from the shadows, warming myself on this meager fire and hating the wan light of the young stars...And you, you come to extinguish it!"
"Once there were many of us. We were born in the first hot rush of the universe with the primal stars. We danced and sang amid the radiance. Now there are few, and the universe has creatures such as you things--cold and leaden. I will share with you the fires of the heavens!"
A void dragon unleashed it's star radiance breath weapon on them! Kairon was dying and none of the rest were feeling so good.
The dragon told them to bring it the creature that had been in the stone. It wished to consume it's celestial energy. It admitted it was unable to fit into the room where the thing was held. It showed them the door and again demanded they get it.
Kully taunted the dragon that he was hardly afraid of a creature that could leave the room. It wasn't an accurate taunt, but it served for the moment, because the party was through the door before the dragon could react.
In the room there was a glass orb full of an energized arcane fluid. This was the source of the power for the entire place. Within, they saw the shadow of a slim, human hand beckoning them.
They debated briefly on what to do. Kully used music to attempt to communicate. The creature responded with something like ethereal, whale-song. The party decided to cracked the orb. A slim, strange being emerged.
Sunday, August 14, 2022
Weird Revisited: Graustarkian Karameikos
Believed to be the only photo of the leader of the Black Eagle |
The Mad Monk Bargle, while briefly in custody |
Wednesday, August 10, 2022
Wednesday Comics: DC, November 1981 (wk 1 pt 2)
Kanigher and Yandoc present a tale of a German concentration camp commandant who has his face replaced with a replica of a dead Jewish prisoner and has the prisoner's number tattooed on his arm, so he can escape when the camp is liberated. Heading to South America to connect with Nazi expatriates, he is captured. No one believes his story, and he is gassed and his skin winds up making a lampshade for the leader. Kanigher is back again with Ditko with a story of German conjoined twins, separated after an accident, with one raised in the U.S. and one raised in Germany. By unlikely circumstance they both end up dying on a German U-boat on opposing sides. The final story by Kashdan and Estrada that posits a future where wear is expediently waged by robots playing chess--but the system falls apart when Mauritania cheats by sneaking a human player inside the robot.
Monday, August 8, 2022
Broken Compass
Last week I picked up game Broken Compass by the Italian gaming company Two Little Mice from drivethru. It's a rules lite-ish game in the pulp adventure vein. Interestingly, the default setting such as it is is not the 30s pulp heyday of most rpgs, but the 1990s, positioning it as primarily meaning to replicate pulp-derived films like The Mummy (1999) and games like Tomb Raider and Uncharted rather than the original sources. It does, however, have a supplement for the pulp "Golden Age" also available on drivethrurpg.
In brief, it's not unlike YZE games: a d6 dice pool based on attribute (or Field here) plus skill, with a "push" mechanic (called Risk in BC) where you get to reroll. BC looks for sets of matching rolls, though, rather than a target number, and difficulty is ranked by the number of matching dice you need. I think BC intends for characters to fail their roll or at least partially fail a fair amount, though this often doesn't mean that their action has failed. Instead the Fortune Master is meant to apply a complication, setback, or plot twist (though this is mainly for Challenges, not life-threatening Dangers. For a Danger it seems like a failure is more likely to mean a failure).
There is no damage and no "hit points," though Luck points are lost in offsetting life-threatening failures. When all Luck points are gone the character is out of the adventure, though not necessarily dead. There are also Bad Feelings which are conditions that can be applied as a consequence and reduce the dice available for future rolls, and Good Feelings which are their opposites that can be earned to award additional dice.
With its mechanics and campaign structure based around "episodes" and "seasons," what Broken Compass struck me as likely being good for is action/adventure tv shows. Tales of the Gold Monkey, obviously, but with a bit of tweaking The Wild, Wild West or even Buck Rogers. Also, I think this would be a good game to run comic strip or bande dessinée type stuff like Terry and the Pirates or Tintin. Or Popeye!
There were some supplements Kickstartered last year that give alternative settings like Space Opera, Westerns, trad Fantasy, Cyberpunk, Occult Investigators, or Toons, but frustratingly they are not yet even available to nonbackers as digital products. Still, it seems a super-easy system to hack on your own.
There are some areas where it doesn't shine. It isn't really made for long-term play, perhaps; there isn't much advancement to speak of. Also, characters are not really mechanically much different, particularly if they are of similar "types," so if mechanical specialness is important to a player, they probably need to be in a game without too many fellow players.
Those things aside, I think it's well worth checking out and plan to give it a whirl soon. You can download the preview of the game here.
Sunday, August 7, 2022
Weird Revisited: Ozian D&D
The original version of this post appeared in 2017 after a bit of discussion on Google+ about Oz-influenced D&D. With two 5e Oz supplements currently available, it seems like it's still a current topic.
First off, it must be acknowledged that "Ozian fantasy" may not be a precisely defined thing. The portrayal of Oz itself changes from the first book to later books by Baum--and to an even greater degree throughout the "Famous Forty" and beyond. Oz in the The Wonderful Wizard of Oz is mostly uninhabited, and the places that are inhabited are mostly agrarian, but later books pile on more and more civilization. Baum's vision is of an American fairytale, and so the early books lack standard European-derived or Arabian Nights-inspired creatures and characters: The Tin Man is a woodsman not a knight. Ultimately, however, knights, dragons, and genies all become part of Oz.
(Anyone interested in Baum's American fairytale conception and examples of it in his non-Oz fantasies should check out Oz & Beyond: The Fantasy World of L. Frank Baum by Michael O. Riley)
With that sort of lack of specificity in mind, here are my broad suggestions for how to make a D&D campaign more Ozian:
Lost worlds/hidden kingdoms instead of dungeons: Whether standard D&D or Oz, exploration and discovery plays a part, but D&D's exploration sites are often known areas of material wealth and danger near settled areas that are usually purposefully visited to be exploited. Ozian sites are unknown or little known areas, accidentally discovered, like the lost worlds of adventure fiction.
Animated Simulacra and Talking Animals instead of the usual demihumans: Both D&D and Oz have nonhuman characters, but Oz’s are more individual, not representatives of "races." They also aren't the near-human types of elves, dwarves, and halflings. In fact, all of those races would probably fall under the "human" category in Oz. (In the first book, most Ozites are short like halflings, not just the Munchkins).
Social interaction/comedy of manners instead of combat or stealth: Violence and death sometimes occurs in the Oz books, but conversation and timely escape are the most common ways of dealing with problems. While this may in part be due to them being century plus year-old children's books, some of the exchanges in Dorothy and the Wizard are not dissimilar to the ones that occur in the works of Jack Vance, albeit with much less wit or sophistication. No Ozian villain is too fearsome not to be lectured on manners--at least briefly.
Magical mundane items or magical technology instead of magical weapons: The noncombat orientation of Oz extends to magic items. Magic belts, mirrors, food dishes, etc., occur in Oz but few magic swords or the like that you see in D&D or European legend. Oz blurs the lines between science/technology and magic to a degree. (The examples of this that are more Steampunkian or magictech seem to be unique inventions, however.) Pills and tablets will fantastical (though perhaps not magical in the sense the term would understood in Oz) properties are more common than potions, for instance. In general, foodstuff with fantastic properties, both natural and created, are more common than in D&D.
Faux-America instead Faux-Medieval: Ozian society seems almost 19th century in its trappings, or more precisely, it is a society that is not foreign (except where it specifically means to be) to the a young reader in the early 20th century. It lacks most of the elements of the real world of the 19th Century, however, like industry, social conflict (mostly), and (sometimes) poverty. It also lacks complicated social hierarchies: there is royalty, but no nobility.
Friday, August 5, 2022
5e Hadozee
Hadozee are tall, furry humanoids with manes around their necks and heads and large (sometimes tufted) ears. They evolved from arboreal hunters. Humans sometimes call them "monkeys" because they resemble to a degree simian primates of Old Earth, but this can be considered somewhat derogatory. Two large flaps of skin (a patagium) grow on either side of their bodies, attached along their arms, torso, and legs. A Hadozee can use these as a sort of wing or gliding.
Hadozee have four joints (one more than Humans) on their digits. The inside toe is partially opposable like a thumb, allowing them to grasp things with their feet. The tips of their fingers and toes end in broad, ribbed pads, giving them an excellent grip.
Hadozee communities are divided into large, loosely organized clans. All the members of a clan are related to each other. In the past, clan ties were very strong, and inter-clan conflict was common and often violent. These tendencies have been tempered in the modern age, but hadozee still have a proud warrior tradition.
Homeworld: Verdis
Average Height: 2.1 meters
Average Weight: 50 kg (male), 60 kg (female)
Phenotypic Variation: Individual hadozee vary in color of their head manes and body fur from glossy black to pale yellow. Their skin color ranges from deep gray to light-tan. Certain colorations tend to run in particular clans or historic geographical groups.
Reproduction: Two sexes, viviparous
Traits:
Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.
Age. Hadozee mature a little faster than humans, reaching adulthood around age 14. They age similarly though and can live up to 100 years.
Size. You are Medium or Small. You choose the size when you select this species.
Speed. Your walking speed is 30 feet, and you have a climbing speed equal to your walking speed.
Darkvision. Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Dexterous Feet. You can take the Use an Object action as a bonus action.
Glide. If you are not incapacitated or wearing heavy armor, you can extend your skin membranes and glide. When you do so, you can perform the following aerial
maneuvers:
• When you fall at least 30 feet, you can move up to 5 feet horizontally
for every 1 foot you descend.
• When you would take damage from a fall, you can use
your reaction to reduce the fall’s damage to 0.
Languages. You can speak, read and write in Solar Trade Common and Verdisian.