Wednesday, May 21, 2025
Wednesday Comics: DC, August 1984 (week 3)
Monday, May 19, 2025
The Omega Team
Here's an idea for a campaign for an action/covert mission rpg. Outgunned is what I'm thinking of, but it would work with something like Top Secret/S.I. too, I think. I see it as having something of the vibe of an 80s indie comic, so keep that in mind when reading the pitch:
In the "near future" (from the 80s, so maybe it's like mid to late 90s?) a young man with immense, psychic power has gone rogue, escaping the top secret facility he has been living in. His ultimate goals are unclear, but the first thing he does is make the world's nuclear arsenals inoperable. The Soviets (they're still around) suspect some sort of U.S. super-weapon attack (which isn't far from the truth, really). Everybody's paranoid and non-nuclear war breaks out in various places around the world.
That was just this guy's first trick. What will an unstable, poorly socialized individual with almost god-like power and a grudge against the U.S. government do next? The government doesn't want to find out. The PCs are the agents they send to solve the problem--with extreme prejudice. They're the solution of last resort: the Omega Team*.
The Omega Team would be an eclectic group of experts in various fields tasked with tracking this guy down and ending his menace. He probably has recruited others with paranormal abilities (but much lower powerful levels), and he moves around a lot, so it's no easy task.
The idea shameless lifts the basic plot idea from Marvel Comics' Nth Man: The Ultimate Ninja, but Akira, Thriller (the comic), Odd John, and the anime Lazarus are also inspirations, as well as 80s team stuff in general like G.I. Joe.
*The Omega Team was the name of a comic my cousin, brother, and I created as kids about a group of mutants working for the government. I've recycled it before for this idea.
Friday, May 16, 2025
The Patchwork Kingdom Crawl
As has been pointed out before, the kind of frontier envisioned by old D&D owes more to Westerns than it does to the Western European Middle Ages or most of the fantasy works in the Appendix N. The modern idea of the "points of light" setting is perhaps closer to these things but still tends to miss the mark for many sources of the game's inspiration.
There's another option that shows up often, in disparate places from Le Morte d'Arthur to Star Trek, and many works in between. We have heroes wandering from one place to another, perhaps with a goal, perhaps not. These places are more or less civilized jurisdictions, but they have unusual customs (from the perspective of the protagonists) or eccentric or antagonist authorities. While one of the examples I mentioned above describes voyages covering a significant amount of territory (interplanetary!), some fairy tale-ish or picaresque stories (like Oz novels) do the same thing over a much smaller area: A patchwork of fiefdoms or petty kingdoms. The sort of campaign that could easily be made from a map of Holy Roman Empire:
This differs from the points of light setting in that there really isn't a distinction between wilderness for adventure and civilization for safety. In fact, the challenges of the wilderness in such stories may be much more limited than the challenges of civilization. The various eccentric monarchs and humorously dangerous social situations Manuel finds himself in in Figures of Earth are good examples, as are the strange and isolated cities John Carter visits in his wanderings across Barsoom.
The advantages of this sort of setting to me would be that it's very easy to work in all sorts of adventures from social conflict and faction stuff to traditional dungeons and overland travel.
Wednesday, May 14, 2025
Wednesday Comics: DC, August 1984 (week 2)
Monday, May 12, 2025
Religion in Middle-earth
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| Art by Falmarin de Carme |
This is a perceived area weakness pointed out in Tolkien's work in the past. In Imaginary Worlds, Carter notes critically that Tolkien's world "has no religion in it." In Dragon #127, Rolston in his review of Lords of Middle-earth for MERP gets to the gamer brass tacks of it:
According to Lords of Middle-earth, Middle-earth has a "seemingly inexhaustible collection of deities, pantheons, practices, and religions." However, all of them are wrong. Eru is the only god, and the Valar and the Maiar are simply his servants. Enlightened folk (Elves and Dunedain) practice a nonritualistic monotheism with no formal clergy - pretty boring stuff by FRP standards.
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| Art by Angus MacBride |
Wednesday, May 7, 2025
Wednesday Comics: DC, August 1984 (week 1)
Monday, May 5, 2025
Urshurak
Scott 'Dwarfland" Driver once opined that there was often more gaming inspiration to be had from "bad" fiction than from good. He was specifically talking about the works of Lin Carter, but I think this is often true in general. I haven't read Urshurak by the Brothers Hildebrandt and Jerry Nichols, so I can't comment on it specifically, but that seems to be the internet consensus. Here's a typical review.
Regardless, the art was surely the main selling point for purchasers in 1979. That and curiosity got me to pick it up on ebay a few months ago. It's gorgeous if you like the work of the Hildebrandt Brothers, though it could easily, I suppose be derided as too traditional or even generic nearly 50 years on. Certainly, the images and a thumbnail description of the plot mark it as a work of a more naive time when it comes to genre fantasy. There are heroes and a quest with swords and sorcerers and elves and dwarves in a vaguely faux Medieval Europe sort of setting. There are some sci-fi elements (it's a bit of fusion of Lord of the Rings and Star Wars), but no gestures toward realism, grittiness or deconstruction to be found.
Perhaps it's just nostalgia, but naive fantasy has a certain sort of appeal to me, though. It's not that I never want fantasy to go new places, but having seen the new places it has gone over the decades become, in their own way, stale or cliched or really shine in their focus on aspects other than adventure and action (which are the most relatable of fictional elements to the gaming table), I sometimes feel the pull for gaming inspiration to the things that wouldn't have made my reading list a decade or so ago.
And honestly, more fantasy epics could probably benefit from high tech Amazons.
Friday, May 2, 2025
Weird Revisited: Further Ideas on Clerics
Well, we're still left with unanswered questions regarding how the cleric class fits into the structure of religious organizations. Do all priests have spells? If so, where do they get the experience to go up in level?
Here are some possibilities drawn from real world examples that are potential answers, though of course not the only answers, to these questions. Most of these assume clerics adventure because they are "called" to in some way. Whether this is a legitimate belief on the part of the cleric and society or a mistaken one would depend on the setting.
Lay Brothers
Clerics are not ordained priests but warrior lay brethren, like the sohei of Japan or the military orders of Europe. They would overlap a bit with paladins, but that's real just a matter of whether they were stronger in faith or battle. In this version, priests might or might not have spells, but if they did it would strictly be at the dispensation of their deity.
Prophets/Evangelists
This is more or less the idea I proposed in this post. Clerics are outside the church hierarchy, though they may or may not have started there. They were chosen by their deity for a special purpose. They may be reformers of a church that has been corrupted or lost it's way, founders of a heretical sect with a new interpretation, or the first in ages to hear the voice of a new god. Priests here may have no magic or may be powerful indeed but erroneous in their theology.
Mystics
Similar to my "Saints and Madmen" ideas before, mystics are either heretics or at the very least esotericists with a different take on their religion than the mainstream one. The difference between this and the Prophet above is that they have no interest in reforming the church or overturning it, they are either hermits or cult leaders who isolate themselves from the wider world to pursue their revelations. John the Baptist as portrayed in The Last Temptation of Christ would fit here, as would perhaps the Yamabushi of Japan, or certain Daoist sects/practitioners in China. They might be not at all scholarly (with all spells/powers being "gifts of grace" unavailable to less fanatical priests) or very scholarly with powers/spells coming from intense study or mediation which even more mainstream priests cannot master.
Special Orders
Clerics are members of special orders within the church hierarchy dedicated to recovering the wealth and lost knowledge of dungeons for the the glory of their deity and the betterment of their church. Not all priests have spells. Clerics are priests chosen for their aptitude or particular relationship with the divine or whatever. These orders may be quite influential within the church hierarchy, but their mission thin their ranks and keeps them in the wilderness and away from centers of power--perhaps by divine will or by design of church leaders.
Wednesday, April 30, 2025
Wednesday Comics: DC, July 1984 (week 4)
Monday, April 28, 2025
A Pantheon from Kirby's New Gods
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| Art by Alex Ross |
A notable trait of the so-called New Gods is that they are arranged in a sort of dualistic polytheism (not unlike the gods of Tekumel in Empire of the Petal Throne). The gods of New Genesis are the "good" gods and those Apokolips are the "evil" gods.
As presented in the comics, the portfolios of the Apokolipsian gods (to the extent they are clear) are modern evils. They are mostly related to concerns of its author in post-World War II West, rather than traditional concerns of ancient or Medieval peoples. They will require some modification. They work better as devils or demons, probably, as Apokolips is pretty much Hell.
Interestingly, the stories that take place on Apokolips regarding the escape of Mister Miracle and friends have an almost gnostic dimension. Darkseid is a Demiurge sort of figure, while the Promethean Himon is the serpent in the stifling, poisonous Garden of Apokolips leading Mister Miracle to freedom.
In contrast, the gods of New Genesis are a bit more straightforward, harkening in many cases to Norse or Greek polytheistic figures. The problem is they just don't always have really clearly portfolios.
Anyway, here's what I've got:
New Genesis:
- Highfather - Patriarchal leader of the gods of New Genesis. God of Wisdom, Diplomacy, and Rulership.
- Lightray - God of light, probably the sun too.
- Orion - God of War; given to berserker rages.
- Mister Miracle - A dying and rising god, probably with a mystery cult.
- Big Barda - Warrior goddess; defector from Apokolips
- Black Racer - Psychopomp and god of Death.
- Lonar - the Wanderer; god of horses and hospitality
- Metron - God of knowledge and travel.
Apokolips:
- Darkseid - Supreme god of evil.
- Kalibak - Monstrous son of Darkseid; god of violence and destruction.
- DeSaad - Lord of torture and cruelty
- Doctor Bedlam - God of Madness
- Female Furies - A (more) evil version of Valkyries
- Glorious Godfrey - God of Lies
- Granny Goodness - The cruel mother; a stealer of children, perhaps a Baba Yaga sort?
- Kanto - God of assassins
- Mantis - Vampiric lord of plagues and pestilence
- Steppenwolf - Dark lord of the hunt
Friday, April 25, 2025
Setting Folklore
I was on vacation last week and visited Antwerp where I saw the Brabofontein in the Grote Markt. It depicts events related to the legendary founding of Antwerp, where Roman soldier Silvius Brabo defeated Druon Antigonus, who had been demanding tribute to use a bridge over the River Scheldt. Brabo's killing of the giant provides the folk etymology of the origin of the name Antwerp as Brabo did to Druon what the giant had done to unfortunates who couldn't pay his toll: he cut off his hand and threw it across the river. Hence, the name Antwerp is supposed to come from handwerpen (throwing hands).
Anyway, the legend and the statue caused me to consider why isn't there more of this sort of folklore and folk etymology in settings? I sort of did some of this with the City and Weird Adventures (see "Thraug's Head", and perhaps "Saint Joan of the City" and "Short People, Big Worm"--admittedly, these blur the lines because they are depicted as relating history, not folklore, but I think they serve a similar purpose in their fancifulness and mostly not direct applicability to adventuring), but I haven't really done much of that in other settings.
I feel like little details like this both make places feel more real, but also potentially provide springboards for adventure because in fantasy worlds, even the strangest details might well be true. I suppose some people might think this sort of thing is excessive or maybe even unhelpful because it might confuse player's about what's true and what isn't, but I would argue a ruthless economy of setting details, limiting them to only things relevant to adventuring/dungeoncrawling and the need for every one of those details to be literally true or at least definitively falsifiable loses an aspect that differentiates rpgs from other sorts of games, that is, the ability to truly explore an imagined world.





















































