Cavalieri and von Eeden find mutant, thousand-legged cats to be the solution to (human) overpopulation, while Mishkin/Cohn and Rubeny suggest a deal with the Devil (who really does live inside the Earth) is the solution to the energy crisis--at least for a while. Finally, a man in need of money for his wife's cancer treatment agrees to help an alien reporter find a deadly lifeform on earth, which winds up being his wife's tumor cells.
Wednesday, November 16, 2022
Wednesday Comics: DC, February 1982 (week 3)
Cavalieri and von Eeden find mutant, thousand-legged cats to be the solution to (human) overpopulation, while Mishkin/Cohn and Rubeny suggest a deal with the Devil (who really does live inside the Earth) is the solution to the energy crisis--at least for a while. Finally, a man in need of money for his wife's cancer treatment agrees to help an alien reporter find a deadly lifeform on earth, which winds up being his wife's tumor cells.
Monday, November 14, 2022
The Ruined Temple [Broken Compass]
We continued our Broken Compass game last night, "The Quest for the Serpent Throne" with the adventurers facing a number of jungle pulp adventure perils. First, their path was blocked by rapids on a tributary of the Hooghly. Sam Stone managed to make it across but hardly unscathed, (he took a spill and acquired the Bleeding Feeling.) so the rest of the party decided to find a way around. While they were separated, Sam was taken captive by a jungle tribe. There others were too once they were reunited.
After the Professor spoke to the tribe's chief, the chief sent them to a ruined Naga Temple. There they read ancient inscriptions that revealed the very items they sought could be used to fulfill a ritual brining the return of the Naga's from the Underworld.
Then they had a run in with a giant cobra. The managed to hide in the temple and block the door until the snake went away.
TO BE CONTINUED
Still getting to know the system, so I made a couple of missteps in running this session. The giant cobra was either an Enemy if you fought it or a Danger if you tried to run away. In either case, the difficulty level was such that the character was likely to fail. But a fail in Broken Compass doesn't mean you don't succeed in what you were trying to do, it just means you had to rely on Luck (and use some Luck Points) to do it. The player's were sort of treating Luck like Hit Points and wanting to be too granular with their actions (trying to do one thing to set up something else), when mostly, the scene seemed to be constructed to be an obstacle that made player's use up some Luck to get by. I presented the situation as one they had to succeed at to get through, but really the players were always likely to get through, it was just a question of how much Luck they lost.
Sunday, November 13, 2022
The Space War
Here's the idea inspired by Andor: It's the 33rd Century and the solar system is a powder keg ready to blow. Twenty years ago, a fascist regime toppled the ailing Solar Republic to establish the Empire. But on the colony worlds and orbital habitats resistance to the new government was never completely crushed. If these groups can get organized, there will be a full-scale rebellion.
Take the grittier turn on the Star Wars universe of Andor and Rogue One, filter it through The Expanse (with a bit more advance technology like terraforming, cloning, and AI) and set it all in the 33rd Century (just like Lucas did his original treatment for The Star Wars) and you've got a less pulp and perhaps more cyberpunk version of my Pulp Star Wars setting.
There would be no nonhumans (well, no alien species, perhaps robots or droids are still common--and clones), no jedi, and fewer worlds. But drawing on the dark shadows of the Star Wars universe, I think would translate pretty well.
Friday, November 11, 2022
Weird Revisited: Aliens to Know...and Fear
I keep thinking I'm going to stat these guys, but I haven't got around to it yet, so I figured it was time to share. I don't know the original artist or source, but this should prove a handy reference for "real world" close encounters. You can't tell the players without a scorecard.
1. Roswell, 1947. As described by Beverly Bean, who reportedly had the bodies described to her by her father who had guarded them: "He said they were smaller than a normal man--about four feet--and had much larger heads than us, with slanted eyes, and that the bodies looked yellowish, a bit Asian-looking."
2. Valensole, 1965. Maurice Masse a French "agriculturalist" saw a spaceship and these guys
3. Villa Santina, 1947. An Italian artist was able to sketch his close encounter.
4. Salzburg, 1957. A soldier in the U.S. Army supposedly described these guys to a Canadian newspaper.
5. California, 1952. Orthon of Venus gave a message to George Adamski about nuclear energy.
6. São Francisco de Sales, 1957. Antonio Vilas Boas was abducted by these smartly uniformed guys who took him to have sex with an alien woman.
7. Voronezh, 1989. Robotic alien shows up in Russia to hassle teenagers as witnesses look on.
8. Aveley, 1974. Weird aliens abduct a whole family.
9. Pascagoula, 1973. Carrot alien. Only in Mississippi.
10. Caracas, 1954. He had a sphere motif going on.
11. Greensburg, 1973. Bigfoot-UFO team-up.
12. Kelly, 1955. Better known as the Hopkinsville Goblin Case--which I have statted.
13. And the Chupacabra needs no introduction.
Wednesday, November 9, 2022
Wednesday Comics: DC, February 1982 (week 2)
We also get another Superman 2020 story. It's New Year's Eve and the flying, domed city of New Metropolis is going to drop like the Time Square ball. When it lands, everyone appears dead! It turns out terrorists unleashed a deadly plague, but Superman managed to introduce a counteragent that put everyone into suspended animation temporarily. He's got to race against time to stop the terrorists and find a cure.
Monday, November 7, 2022
Ascending to Yai
Our Land of Azurth 5e campaign continued last night with the party perhaps entering into Yai from a cave and finding themselves in a storage room. A higher tech storage room of on par with some other strange places they've been in the past, but essentially a storage room.
The cantrip Thaumaturgy came in handy this adventure as it allowed them to open doors they didn't possess the color-coded key card to open, and to inadvertent free two grateful shedu. The shedu, in return warned them of a brain-eating monster lurking about and suggested this structure had once moved through higher dimensions in some fashion. The shedu also revealed they had been subsisting on a store of twinkies.
They road a lift between levels and found mostly storage, but did encounter a robotic watchman who they were able to successfully talk with via magic. He didn't tell them anything they found useful, however. Leaving a storage area, they found themselves in an atrium on a walkway overlooking an expansive garden, gone wild with neglect below. On the walkway, they also ran into an old man.
He said his name was now "the Archivist," and he had once lived in Yai of which this was a sublayer. He took the party for hallucinations, at first. He did note they looked vaguely familiar. He was a foundling, taken in by the people of Yai and so had always been something apart from them. He took this job to catalog their history, but the people of Yai were now only concerned with their entertainments, not their past. He seldom had any contact with them now.
Waylon asked the old man if he had seen any of the Azurth books. The old man thought that rang a bell and said he would go look. He asked the party to wait in the lounge for his return and pointed them the way.
Sunday, November 6, 2022
Not Available in Any Galaxy
In the G+ days of 2016, I imagined what some Osprey Books Star Wars entries would look like. Here they are, rescued from the depths of tumblr:
Wednesday, November 2, 2022
Wednesday Comics: DC, February 1982 (week 1)
Monday, October 31, 2022
Broken Compass: Incident on the Hooghly
My alternate Sundays gaming group played its third session of Broken Compass continuing the "Quest for the Serpent Throne" adventure in the Golden Age sourcebook. Paul joined the group playing the Dwayne Johnson-esque pregen Sam Stone I had created for an adventure with my other gaming group.
His strength and brawling skill was much appreciated when the Sumar Nagarani's goons attacked them in the night, trying to get the naga shell. O'Sullivan, Stilton, Stone managed to escape the boat, bringing Professor Ram with them. O'Sullivan commandeered the shuttle boat and guided them to the shore to make camp as he figured it would be impossible to navigate the rapids in the dark.
O'Sullivan took first watch and his keen hunter instincts allowed him to kill one menacing tiger with a literal shot in the dark and scare off the other. Once everyone got to sleep after being startled awake by the rifle shot, the rest of the night based uneventfully.
We are still getting used to the Broken Compass system but I continue to like it. It moves pretty quick in play. Some aspects (only players rolling and enemies only having one stat) lead to it requiring some thought about how to accomplish certain types of action, particularly things done to require some sort of advantage or give the enemy a disadvantage (the terms used here in the general sense, not in the game mechanics sense). Also the lack of a rules summary, I still continue to feel keenly.
Sunday, October 30, 2022
Weird Revisited: The Dungeon Mad God Machine
Seeing Alien: Covenant yesterday, which (no real spoilers) carries a theme from Prometheus (and from Frankenstein, ultimately) of lesser beings meddling in creation of life, gave me an idea. I've written before (and it's sort of baked into the rules in any case, most explicitly in BECMI) about dungeons in D&D being an engine of apotheosis.
What if dungeons didn't just create gods or god-like being? What if they tended to create mad ones? All those weird D&D monsters are waved off as the products of crazy wizards, but maybe they're more specifically the product of crazy, god-level wizards?
In fact, it's possible dungeons weren't originally a tool of apotheosis at all. One mad race, the Engineers (or Dungeoneers) did came upon that accidentally. The first dungeons were their laboratories, their three dimensional journals of magical experimentation. A delve into one charts (and recapitulates) their ascension to post-mortaldom--and their descent in madness. A dungeon then, is a living blasphemous tome, recording secrets man was not meant to know.
It goes without saying that probably all life in the campaign world began their. Everything crawled up from the depths, evolving away from its original purpose to its current form. Unless of course, that evolution was the point. The Dungeoneers might have felt they would only have arrived at godhood when they could create beings that could follow in their footsteps--or maybe even challenge their supremacy. Perhaps there's another, higher level game and they need soldiers, or experimental subjects, to win it?
Wednesday, October 26, 2022
Wednesday Comics: DC, January 1982 (week 4)
Monday, October 24, 2022
Astral Space, The Final Frontier
The cosmological setup of the 5e Spelljammer where spelljamming ships fly into Astral Sea after passing through something like normal space combined with the Astral Plane's (or Sea's) traditional roll of connecting the Material Plane with various afterlifes (i.e. Outer Planes) makes me think this new setup would be good for doing something similar to the comic Outer Darkness (which I wrote a post about before).
I fell off Outer Darkness the comic but the setting still has a lot of appeal. A magitech future with a starship (like the Enterprise in a universe with magic and less noble authorities) can fly out into a magical space and encounter demons inhabiting stars and storms of ghosts.
Without upping the horror factor, D&D space with the appropriate emphasis could be pretty darn horrific to a crew from a relatively sedate wildspace (really "normal space") like the one we appear to inhabit. Not unlike how standard dungeons would be places of horror if they popped up in the real world.
They makes me think it might be most interesting to play this not in D&D but in a science fiction game and just use the D&D cosmology as setting. Then again, having the ship's doctor actually be a cleric (so the Chaplain, I guess) has a certain appeal, too.
Wednesday, October 19, 2022
Wednesday Comics: DC, January 1982 (week 3)
Monday, October 17, 2022
Lost on Planet X
I've been thinking about an alien planet hexcrawl in the vein of my posts about somewhat goofy somewhat gonzo science fiction. The sort of thing that could sit on a shelf next to a Gold Key Star Trek collection:
Of course, a planet in big--particularly a planet (like Vance's Big Planet or Silverberg's Majipoor) that is substantially larger than Earth, but less dense. So I think the way to limit that is a shipwreck sort of scenario, so that travel would likely only be in a limited radius around the "home base" of the ship, at least at first.
The aforementioned Gold Key Star Trek comics would be an inspiration as would the 60s Lost in Space show, the 70s Logan's Run show, classic Dr. Who, the works of Jack Vance and assorted science fiction/science fantasy comics.