6 hours ago
Monday, March 23, 2015
The Villains' Memorial
Last night, our Land of Azurth game continued with our heroes assaulting the half-buried prison ship where the Burly Brothers and their gang are likely keeping the kidnapped ambassador from Lardafa the City of Beggars.. Usually, the heroes exploits are the subject of our recount, but today, I thought I'd focus on those that went down under their blades:
Four bully-boys: The names of these unfortunates are forgotten even by their emloyers. They were the newest and weakest members of the gang. Only chance lead them to be on guard duty at the time assault. None mourn their passing, especially not their two confederates that jumped overboard to escape a similar fate.
Nort and the Gorch Brothers: Three more seasoned bravos, the Gorchs were brothers, and though not twins, the Burly Brothers and their lieutenants never bothered to learn to tell them apart. They would answer to either name. Nort and Moq were either the Gorchs' half-brothers or their cousins. They had even less personality, though Nort had on rare occasions displayed a fine singing voice. Moq escaped the assault, stealing the party's boat and disappearing into the night as his cousin (or half-brother) fell under the spells of the warlock, Kairon.
Skawl: The Burly Brothers' scar-faced lieutenant. He was said to have gotten his scar in a duel. He only spoke of the incident rarely and even then obliquely. The truth was, he remember very little of it owing to an excess of various intoxicants on the night it occurred.
Grool: The resident cook on the Hurly Burly. Grool could hardly be called a culinary genius, but he liked his work, so much so that none would have dared take it from him even if they had wanted to. If his fellow cutthroats were put off their appetites by his numerous sores and unhealthy complexion, they never let it show. Grool wielded his cleaver with a deft and fearsome hand, but he was in the end, unable to stand against multiple assailants. The fish head stew he had made for supper was his culinary epitath.
Sunday, March 22, 2015
Strange Stars Update
Work proceeds on the Strange Stars gamebooks. John Till has finished the draft of the Fate implementation and I am in the process of editing. It's going slower than I would like due to work related stuff that won't abate until the end of April. Still, Lester is already working on the layout with what I have gotten through, and (despite my initial plans not to) I have comissioned a few pieces of new art, including a piece from "Reno" Maniquis who did the piece that's on the cover of Strange Trails over on the sidebar.
Stay tuned.
Friday, March 20, 2015
Our Gang
I don't talk a lot about the social aspect of the game here, tending to focus more on ideas or inspirations, but my gaming group has been down a couple of players the past couple of sessions and not just due to difficult schedules (which happens to us sometimes). One of my players--one of my friends, Jim--was diagnosed with colon cancer and has been undergoing chemo. We hope we've worked out a way for him to join us this time via the internet, at least. We'll see.
My present group is pretty new in its current configuration. Andrea is the newest and brings some fresh enthusiasm. Though new to rpgs in general, she has jumped in with both feet. She plays in our group and in a weekly game with another group. Her character is a sort of fussy dwarf cleric, often appalled by the moral failings of the world.
Eric and Bob have gamed with me off and on since we were residents. Bob always plays fighters with a flexible morality and a strong appreciation for gold. In real life, Bob works like crazy and still trains for things like mud-runs and zombie obstacle courses. Eric sometimes tries to play evil or amoral characters, but his inherent goodness always stymies him. He can't even be evil in pretend. He has a fondness for magic-user types.
Tug I know from the comic book store in town where he used to work, but he has since moved on to better things. Tug sort of reminds me of Jake the Dog on Adventure Time! when he's all joie de vivre. He plays a frogling thief named Waylon who strums a banjo.
Gina is a GM in her own right (I've played before in her Boot Hill game) and the author of a Western Romance novel, first serialized on her blog. She's also Jim's wife. When she played a hoodoo woman in our last game,she brought a bag of props with her--including a chickens foot and a crystal ball. This time she's a badass elf ranger--no props, unfortunately.
And Jim, well, it's likely Weird Adventures wouldn't have happened without him, since he did the layout. He writes a comics blog. Despite having a wife who is a gamer, he hadn't really played a lot until I dragged him into it. He's often plays it very cautious and and calculated. He'd do well with a killer DM, but in my games, his over caution just winds up bringing a bit of amusement. As a former local rock star in his youth, it's fitting he plays the bard.
I have to confess, I'm never been a big fan of games, in general. I don't really play video/computer games. Board games are something I like only rarely. I like rpgs, though. In part, it's due to the creativity involved, but without the people I sit at the table with, it would only be writing--and that wouldn't be the same at all.
Thursday, March 19, 2015
Return to Azurth
This weekend the group is getting back together (hopefully the whole gang) for another Land of Azurth session for the first time in a couple of sessions. The PCs will likely invade the partially submerged lair of the Baleful Burly Brothers and their murderous gang.
To get back in the mindset of that world, I updated my Dictionary of Azurth. Check it out for entries on Troglopolis, Apiaria, and Noom.
Wednesday, March 18, 2015
Wednesday Comics: The Multiverse So Far
Too busy tonight for a spotlight on a new world, so I figured it was as good a time as any for a review of what we've covered so far:
Earth-4 (Charlton Earth)
Earth-6 (Stan Lee's Just Imagine Earth)
Earth-10 (Earth X)
Earth-20 (Pulp Earth)
Earth-35 (Awesome Comics Earth)
Earth-37 (Chaykin Earth)
Earth-38 (John Byrne's Generations Earth)
Earth-39 (T.H.U.N.D.E.R. Agents Earth)
Earth-51 (Kirby Earth)
Monday, March 16, 2015
Building Races in 5e
The stats for the races in the 5e PHB always looked like there was a method to their construction. I don't know how strictly in guidelines of that sort were followed, but it certainly looked like the designers had them.
I was a bit disappointed when the DMG came up and didn't really include any guidelines of that sort. Luckily, the internet has come to the rescue with not one but two people claiming to have discovered the formula. Here's one originally posted on Reddit, and another I came across on rpgnet with a pdf and a spreadsheet. I haven't looked at either of them close enough to know how well they match up. They use different numbers, but that doesn't necessarily mean they don't translate.
Sunday, March 15, 2015
Robot Dungeon
I've written before about a world where the dungeoneering was an done by androids who were the remnant of human civilization (all that's here). There's another way to get dungeons crawling with robots, and that's with a future post-apocalyptic world that's been overrun by them. Instead of apes, or fairies, or vampires, let the robots take over something like Screamers (and the Philip K. Dick story it's based on "The Second Variety"), Terminator, or Magnus: Robot-Fighter. Unlike those examples though, human civilization can have been pushed back to pseudo-Medieval levels.
Say the robots have moved mostly underground, leaving humans to limp along on a damaged surface world. The underground bases of the robots would be a lot like dungeons. Robots would have made various robotic or bio-robotic guardians--monsters, of sorts. Maybe the robots are even aliens? A post-sentient, techno-organic swarm that landed and buried itself into the earth, spreading underground like roots, building robotic creatures in a myriad of forms as it went. You'd have a whole underground ecology of robots. Add "magic" (really psionic powers in disguise) and you've got a fantasy world, or close enough.
For a real fantasy world, assume that the alien robotic swarm invaded a fairly D&Dish world (except with maybe less conflict to begin with).
Friday, March 13, 2015
More Entries From the Catalog of Worlds
A follow-up to this post. More excerpts from A Concise Atlas of the Multiverse (2273):
BEDLAM (Pandemonium)
Type: Metaphysical
Reality: Highly Mutable, psychomorphic
Dominant Lifeform: ?
Description: A roiling, colorful manifold filled with psychedelic, pseudo-matter forms spontaneously generated by interaction with the mental imprints of sophont beings, Bedlam is thought to be either a vestige of raw hyperspace prior to manipulation by the Precursors or a walled off area of damaged metric. Its metaphysics have a profound effect on visitors, leading to feelings of depersonalization, paranoia, and sometimes full psychotic reactions among those not properly prepared. Prolong exposure to the naked manifold ultimately leads to dissolution of the physical form, following mental disintegration. Artificial islands of stability exist within Bedlam and these are the primary destinations for visitors. Wildcatters use some islands as bases for attempts to "mine" the metric. Gathziri monasteries are often found in these places, though its unlikely their inhabitants created the islands in the first place.
BLACK IRON PRISON (The Big House)
Type: Metaphysical
Reality: Fixed, paraphysical
Dominant Lifeform: deodands; numerous prisoner species
Description: Black Iron Prison (human designation) is an ancient megastructure, a 4-dimensional hyperoctahedron the size of a dwarf planet, and the pocket universe that houses it. The structure was supposedly constructed by the Precursors as a prison, or maybe as the concept of confinement, itself. It is staffed by a clade of hereditary guards called deodands, who view their job as a quasi-religious obligation. For a fee, they will accept new prisoners from any political body, though very few governments will admit to using their services. No public record of those housed in the Escher-maze cell-blocks of the prison exists, but some of its inmates are likely the descendants of individuals whose accusers have been long forgotten, to say nothing of their alleged crimes.
BEDLAM (Pandemonium)
Type: Metaphysical
Reality: Highly Mutable, psychomorphic
Dominant Lifeform: ?
Description: A roiling, colorful manifold filled with psychedelic, pseudo-matter forms spontaneously generated by interaction with the mental imprints of sophont beings, Bedlam is thought to be either a vestige of raw hyperspace prior to manipulation by the Precursors or a walled off area of damaged metric. Its metaphysics have a profound effect on visitors, leading to feelings of depersonalization, paranoia, and sometimes full psychotic reactions among those not properly prepared. Prolong exposure to the naked manifold ultimately leads to dissolution of the physical form, following mental disintegration. Artificial islands of stability exist within Bedlam and these are the primary destinations for visitors. Wildcatters use some islands as bases for attempts to "mine" the metric. Gathziri monasteries are often found in these places, though its unlikely their inhabitants created the islands in the first place.
BLACK IRON PRISON (The Big House)
Type: Metaphysical
Reality: Fixed, paraphysical
Dominant Lifeform: deodands; numerous prisoner species
Description: Black Iron Prison (human designation) is an ancient megastructure, a 4-dimensional hyperoctahedron the size of a dwarf planet, and the pocket universe that houses it. The structure was supposedly constructed by the Precursors as a prison, or maybe as the concept of confinement, itself. It is staffed by a clade of hereditary guards called deodands, who view their job as a quasi-religious obligation. For a fee, they will accept new prisoners from any political body, though very few governments will admit to using their services. No public record of those housed in the Escher-maze cell-blocks of the prison exists, but some of its inmates are likely the descendants of individuals whose accusers have been long forgotten, to say nothing of their alleged crimes.
Wednesday, March 11, 2015
Wednesday Comics: Multiversal Spotlight: Earth-35
Concept: Earth Maximum Press/Awesome Comics Universe.
Pictured: (left to right) Starcop (analog of Starhunter, analog of Martian Manhunter), Mercury-Man (analog of Doc Rocket, analog of the Flash), Miss X (stand-in for Alley Cat, a pastiche of Black Canary/Catwoman), Morphin' Man (analog of Polyman, analog of Plastic Man/Elongated Man), Majesty (analog of Glory, pastiche of Wonder Woman), Olympian (stand-in for Fisherman, stand-in for Green Arrow), Supremo (analog of Supreme, pastiche of Superman), the Owl (stand-in for Professor Night, Batman analog).
Sources/Inspirations: Maximum Press/Awesome Comics' Supreme #41-56, Supreme: The Return, Judgment Day (1997), Avatar Comics' Alan Moore's Glory (2001).
Analog: None in previous versions of the DC Multiverse.
Comments: Morrison has said this Earth is "a copy of a copy." In 1992, Rob Liefield's Extreme Studios populated his corner of the Image shared universe with dark heroes in 90s style. In 1996, after Liefield's depature from Image, he allowed Alan Moore to remake his characters in the image of Silver Age DC Comics. Supreme went having an inconsistent backstory and being largely vengeful and violent to being a very close pastiche of Silver Age Superman that more would use as a commentary on comics in general and Superman in particular. The other characters mostly just filled out Supreme's world, though Moore had bigger plans for Glory, which were never realized with that character, but seem to have provided the inspiration for Promethea.
Monday, March 9, 2015
From the Catalog of Worlds
A follow up to this post, here are a few excerpts from the Catalog of Worlds:
ANIMAL WORLD
Type: Physical
Reality: Fixed, paraphysical (“cartoon physics”)
Dominant Lifeform: Humanoids resembling Terran animals
Description: Animal World appears to be an alternate Earth, except for it being inhabited by talking, anthropomorphic animals. Beyond the dominate species, all objects, whether ostensibly living or not, are animate to varying degrees. Their technology level is roughly late 20th century, and the populace’s awareness and acceptance of space and multiversal travel is highly variable. The altered physical laws of the world can be disorienting and even dangerous. Visitors are encouraged to spend time in virtually simulations before arrival to acclimate themselves as much as possible.
CONTROL
Type: Metaphysical
Reality: Generally fixed, paraphysical
Dominant Lifeform: polyhedroid machine life with a group mind
Description: Control is believed by many to be substructure of the universe—its underlying operating system. It’s mostly perceived as a 3-dimensional grid of glowing lines in a void, disappearing into infinity, though some visitors have described a hum of unseen machinery. The 4-dimensional polyhedroids are “programs” then, tasked with increasing uptime and eliminating threats. Any traveler who makes it to Control runs the risk of beings perceived as such. Polyhedroids communicate in the “machine code” of the universe, so their transmissions are highly efficient at reality manipulation at cut through the formulae and sigils of other entities.
THE HELL-WORLDS
Type: Metaphysical
Reality: Limited mutability; individual realms are locally fixed
Dominant Lifeform: Diaboli
Description: The Diaboli clade have either formed or modified a mostly barren universe to hold a number of realms and subrealms with environments and physics tailored to the desires of their rulers. They are a very wealthy cultured, enriched by their dealings with other species. Each realm is under the control of a director. There are very few laws to limit the director’s authority, at least when it comes to visitors from other worlds. Their society is very hierarchical, despite their protestations at times to the contrary, and research into protocol prior to a visit is highly advisable.
ANIMAL WORLD
Type: Physical
Reality: Fixed, paraphysical (“cartoon physics”)
Dominant Lifeform: Humanoids resembling Terran animals
Description: Animal World appears to be an alternate Earth, except for it being inhabited by talking, anthropomorphic animals. Beyond the dominate species, all objects, whether ostensibly living or not, are animate to varying degrees. Their technology level is roughly late 20th century, and the populace’s awareness and acceptance of space and multiversal travel is highly variable. The altered physical laws of the world can be disorienting and even dangerous. Visitors are encouraged to spend time in virtually simulations before arrival to acclimate themselves as much as possible.
CONTROL
Type: Metaphysical
Reality: Generally fixed, paraphysical
Dominant Lifeform: polyhedroid machine life with a group mind
Description: Control is believed by many to be substructure of the universe—its underlying operating system. It’s mostly perceived as a 3-dimensional grid of glowing lines in a void, disappearing into infinity, though some visitors have described a hum of unseen machinery. The 4-dimensional polyhedroids are “programs” then, tasked with increasing uptime and eliminating threats. Any traveler who makes it to Control runs the risk of beings perceived as such. Polyhedroids communicate in the “machine code” of the universe, so their transmissions are highly efficient at reality manipulation at cut through the formulae and sigils of other entities.
THE HELL-WORLDS
Type: Metaphysical
Reality: Limited mutability; individual realms are locally fixed
Dominant Lifeform: Diaboli
Description: The Diaboli clade have either formed or modified a mostly barren universe to hold a number of realms and subrealms with environments and physics tailored to the desires of their rulers. They are a very wealthy cultured, enriched by their dealings with other species. Each realm is under the control of a director. There are very few laws to limit the director’s authority, at least when it comes to visitors from other worlds. Their society is very hierarchical, despite their protestations at times to the contrary, and research into protocol prior to a visit is highly advisable.
Sunday, March 8, 2015
The Witch Queen of Noxia
Here's a snippet from the Land of Azurth: Richard Svenssen's rendition of Morthalia, Witch Queen of Noxia. The player's haven't met her yet (which is probably for the best, as they're only 3rd level) but at some point they'll probably hear some version of the tale of "The Doomed Lovers of Noxia" that details Morthalia's rise to the throne as a consequence of the machinations of the Ixian witches Angvaine and Nocturose.
Angvaine is now dead, it is assumed. Nocturose lies in eternal sleep in a glass coffin. She is mourned by the Witch Queen and her goblin subjects.
Friday, March 6, 2015
Strange Stars Up North
Earlier this week, John Till posted a session report from Con of the North of another Strange Stars Fate playtest. This one included a Vokun animal transport ship, a stoner dude AI, and of course, space pirates.
Read all about it here.
Thursday, March 5, 2015
Deals With the Devils
Art by Paul Harmon |
The Diaboli are a clade, a culture, or maybe a corporate entity that despoil worlds and corrupt other cultures—even whole universes—with faustian bargains of advanced technology and metaphysical knowledge. Maybe they've tempted some with miracle cures for disease or solutions for world hunger, but more often they appeal to baser instincts with advanced weapons of war or aids to the pursuit of pleasure. Whatever they offer, the cost is inevitably high--too high. The Diaboli are quick to sell fixes for the problems that arise, which inevitably just make things worse. At every turn, the Diaboli enhance their material wealth and create misery from which they are able siphon metaphysical energy. Some of their victims survive the devastation of their previous culture to become junior Diaboli themselves, and the toxic memeplex propagates like a multiversial pyramid scheme.
The Diaboli are very old; some believe they are the degenerate remnant of the Precursors who built the Ways. The truth, though, (at least as much as can be gleaned from a group as duplicitous as this one) is that the Diaboli fear the apotheosed Precursors. They believe the Precursors' Judgment is coming someday—and they plan to deny that judgment by becoming powerful enough fight back against gods. Only by draining or corrupting all potential rivals do they believe this end to be achievable. They view this as a net good for the entire multiverse and see themselves as defenders of order and civilization, albeit one where their inherently superior culture is in power.
Wednesday, March 4, 2015
Multiversal Spotlight: Earths Stan & Jack
Concept: Earth of Stan Lee's Just Imagine
Pictured: (left to right) Flash (Mary Maxwell), Green Lantern (Leonard Lewis), Batman (Wayne Williams), Superman (Salden), Wonder Woman (Maria Mendoza), Shazam (Robert Rogers).
Sources: The Just Imagine Stan Lee... series of oneshots 2001-2002.
Analogs: None.
Comments: In the Just Imagine series, Stan Lee re-imagined a number of DC characters and even Crisis with the help of various artists: Joe Kubert (Batman), Jim Lee (Wonder Woman), John Buscema (Superman), Kevin Maguire (the Flash), Dave Gibbons (Green Lantern), John Byrne (Robin), Gary Frank (Captain Marvel), Scott McDaniel (Aquaman), Catwoman (Chris Bachalo), Sandman (Walt Simonson), JLA (Jerry Ordway), and John Cassaday (Crisis).
Note that Earth-6 and Earth-51 occupy opposing positions in the Multiversity map, with Earth-6 connected to the Pit (Apokolips) and Earth-51 to the Pinnacle (New Genesis).
Earth-51
Concept: Earth of Jack Kirby creations
Pictured: (left to right) Lightray, Tuftan, Mister Miracle, Highfather, Kamandi, Big Barda, BiOMAC, ?.
Sources: Kamandi, The Last Boy on Earth (1972), New Gods (1971), OMAC (1974), Final Crisis (2008).
Analogs: Pre-Crisis Earth-86 was identified as the home of Kamandi and OMAC in Absolute Crisis on Infinite Earths (2006); Post-52 Earth-15 in home to a version of Kamandi as established in 52 Week 52 (May 2007), but after being recreated by Nix Uotan, Earth-51 is also home to Kamandi and ultimately the New Gods at the end of Final Crisis.
Comments: The earlier versions of a Kamandi Earth were also the home of other non-Kirby characters that have been tied in to the Great Disaster: the Atomic Knights and Hercules. There is no indication that those characters exist on Earth-51. The version of OMAC here ("BIOMAC") differs from previous versions of the character, at least in name.
Monday, March 2, 2015
Ways & Sigils
When humanity discovered there was a way to cheat relativity, we would, to our surprise, that it was a lot like magic. The paths that shortcut distance and connected many universes were built by ancients no species remembered--though everyone had stories. A popular one was that the precursor culture came from outside the ordered universes, from a manifold or bulk whose physical laws would have been more familiar to Jung or Frazer than Einstein or Hawking. We called it "hyperspace." It sounded more scientific than "the astral plane."
Computers, even the most advanced AI, were mostly confused by the ways. They could tell you a lot about the apertures, but they couldn't decipher the symbols that needed to be inscribed on the surface of hulls of craft in order to make the apertures open or to arrive safely at a desired destination. And so the casters arose; they were people with the mental aptitude to understand the ways and create the symbols needed to traverse them successfully. With a good caster, a vessel can get almost anywhere.
Sometimes, though, ships wind up someplace other than their intended destination or just disappear entirely. At times the casting is probably to blame; encoding multidimensional state vectors into a compressed symbolic representation has always been more intuition than science, and the internal state of the caster has always been a variable. Sometimes there's just a glitch--an act of god, you might say. Who knows what might distract the hypersophont entites or idiot gods in the machine of the multiverse that "read" the sigils and guide ships to their destinations?
So the lucky and lost just wind up making an extra stop or two before their final destination. The unlucky truly lost disappear entirely. But there are a few, the stories say, that turn after a long absence with strange stories. There's a city at the center of the multiverse, these haunted-eyed travelers say. A city where castaway alien vessels from infinite universes wind up. A city so vast, so old, so integral, that it doesn't have a name, just a single location sigil-- the Sigil. That's what they call it.
Computers, even the most advanced AI, were mostly confused by the ways. They could tell you a lot about the apertures, but they couldn't decipher the symbols that needed to be inscribed on the surface of hulls of craft in order to make the apertures open or to arrive safely at a desired destination. And so the casters arose; they were people with the mental aptitude to understand the ways and create the symbols needed to traverse them successfully. With a good caster, a vessel can get almost anywhere.
Sometimes, though, ships wind up someplace other than their intended destination or just disappear entirely. At times the casting is probably to blame; encoding multidimensional state vectors into a compressed symbolic representation has always been more intuition than science, and the internal state of the caster has always been a variable. Sometimes there's just a glitch--an act of god, you might say. Who knows what might distract the hypersophont entites or idiot gods in the machine of the multiverse that "read" the sigils and guide ships to their destinations?
So the lucky and lost just wind up making an extra stop or two before their final destination. The unlucky truly lost disappear entirely. But there are a few, the stories say, that turn after a long absence with strange stories. There's a city at the center of the multiverse, these haunted-eyed travelers say. A city where castaway alien vessels from infinite universes wind up. A city so vast, so old, so integral, that it doesn't have a name, just a single location sigil-- the Sigil. That's what they call it.
Sunday, March 1, 2015
Revisiting Where No One Has Gone Before
In memoriam of Leonard Nimoy and his iconic role as Spock on Star Trek, I thought it would be a good time to index the Star trek posts I did (mostly for Starships & Spacemen) back when we had a short-lived campaign going in 2013.
I statted up several obscure species mentioned or given cameos in the series/films:
Arcturians
Cygnians
Kazarites
Ithenites
Nasat
Orions
Skorr
Here are the outline and notes on one of the adventures I ran: "The Clarity of Crystal"
I hope you enjoy them. Play a Star Trek game and remember the great character and series Nimoy helped bring us.
I statted up several obscure species mentioned or given cameos in the series/films:
Arcturians
Cygnians
Kazarites
Ithenites
Nasat
Orions
Skorr
Here are the outline and notes on one of the adventures I ran: "The Clarity of Crystal"
I hope you enjoy them. Play a Star Trek game and remember the great character and series Nimoy helped bring us.
Friday, February 27, 2015
Fate of the Strange Stars
Yesterday, John Till posted a play report of one of his Strange Stars Fate games at Con of the North. Head over and check it out. John is almost done with the writing of the Fate game book so we'll be going to layout soon.
Also, here's a review from a week and a half ago by Courtney over at Hack & Slash.
Thursday, February 26, 2015
Wild Wild West
Wild Wild West was conceived as "James Bond on horseback." That was a just-about perfect genre combo for the 1965, and a damn good one for today. The actual show was even cooler, particularly when it went color; it was the Old West filtered through 60s spy-fi style with Jules Verne science fiction thrown in. It's practically begging for an rpg.
The show's James Bond of the 1870s was James West, Secret Service agent, who rode around in a private train with his partner, gadgeteer and master of disguise Artemus Gordon. Bruce Lansbury, producer of the show, described it thusly (as quoted in Susan Kesler's book):
"Jim's world was one of two-faced villainy, male and female, countless 'Mickey Finns,' and needle-tipped baroque pinkie rings that put him to sleep even as he embraced their dispensers. There were inevitable trap doors, hotel walls that ground their victims to dust or revolved into lush Aubrey Beardsley settings next door, lethal chairs that tossed occupants skyward or alternatively dumped them into dank sewers that subterraneously crisscrossed countless cow towns of the period. And then there was that old Dutch sea captain, leaning in the corner of the swill-hole of a bar, who inexplicably winked at Jim as he entered … Artemus, of course, in one of his thousand disguises."Some highlights: a super-speed formula made from diamonds; an elaborate house full of traps made by a deranged puppeteer; a ground of assassins masquerading as a circus troupe; and of course, the genius dwarf, Miguelito Loveless.
(No doubt some of you remember the 1999 film of the same way. It's fine, sort of in the way the 1998 Godzilla is fine. If you're a fan of the original show, though, it's rather like a breezy remake of Star Trek with Will Smith is Kirk and also the performer of the theme song.)
Anyway, in gaming Wild Wild West, a lot of folks would suggest Steampunk games first--but the Steampunk aesthetic is pretty much missing from the show, despite the superficial similarities in thumbnail description. Any Western rpg (or generic one) would work, I suppose--so long as it would support the Victorian super-science. The Western element is mostly cosmetic, though, Stripped of its trappings, it more resembles The Man from UNCLE at its core than say Wagon Train. I think a Western adaptation of the old James Bond game would be interesting with the spy-fi genre stuff it has built in. GUMSHOE might also be a good way to do it.
Wednesday, February 25, 2015
Wednesday Comics: Multiversal Spotlight: Earth-10
Earth-10
Concept: Earth where the Axis Powers (or at least Germany) won World War II
Pictured: (left to right) New Reichsmen: Leatherwing, Blitzen, Brünhilde, Overman; Freedom Fighters: Human Bomb, Phantom Lady, Uncle Sam.
Sources: The Multiversity: Mastermen #1 , Justice League of America (vol 1) #107-108, Final Crisis: Superman Beyond #1-2, Countdown to Adventure #2 and Countdown to Final Crisis #16.
Analogs: Pre-Crisis Earth X, home to the Freedom Fighters, a group of characters originally appearing in Quality Comics) first appearing in Justice League of America (vol. 1) #107 (October 1973); Post-52 Earth-10, home to a version of the Freedom Fighters and a Nazi-themed version of the Justice League, die Gerechtigkeitsliga or JL-Axis, first appearing in 52 Week 52 (May 2007).
Comments: Earth X (the letter, not the roman numeral) first appeared in a Justice League/Justice Society team-up story in 1973. It was a world where Germany had won World War II and the "freedom fighters" against the Nazi regime were a group of characters DC had acquired from Quality Comics in 1956. (A couple of other Quality characters--Plastic Man and the Blackhawks--had already debut in the DCU and were not included in the Freedom Fighters.) The heroes from Earth One and Two helped the Freedom Fighters overthrow the fascists. In 1976, the Freedom Fighters got their own short-lived title after they immigrated to Earth One.
In the 1980s in the pages of All-Star Squadron, Roy Thomas retconned the members of the Freedom Fighters to have been from Earth-Two but had them go to Earth X later. Roy Thomas also introduced World War II Nazi counterparts of at least some of the members of the Justice League in the pages of Young All-Stars in 1987. It's unclear if Axis Amerika served as an inspiration for Earth-10's Nazi League in either the JL-Axis or New Reichsmen iterations.
Concept: Earth where the Axis Powers (or at least Germany) won World War II
Pictured: (left to right) New Reichsmen: Leatherwing, Blitzen, Brünhilde, Overman; Freedom Fighters: Human Bomb, Phantom Lady, Uncle Sam.
Sources: The Multiversity: Mastermen #1 , Justice League of America (vol 1) #107-108, Final Crisis: Superman Beyond #1-2, Countdown to Adventure #2 and Countdown to Final Crisis #16.
Analogs: Pre-Crisis Earth X, home to the Freedom Fighters, a group of characters originally appearing in Quality Comics) first appearing in Justice League of America (vol. 1) #107 (October 1973); Post-52 Earth-10, home to a version of the Freedom Fighters and a Nazi-themed version of the Justice League, die Gerechtigkeitsliga or JL-Axis, first appearing in 52 Week 52 (May 2007).
Comments: Earth X (the letter, not the roman numeral) first appeared in a Justice League/Justice Society team-up story in 1973. It was a world where Germany had won World War II and the "freedom fighters" against the Nazi regime were a group of characters DC had acquired from Quality Comics in 1956. (A couple of other Quality characters--Plastic Man and the Blackhawks--had already debut in the DCU and were not included in the Freedom Fighters.) The heroes from Earth One and Two helped the Freedom Fighters overthrow the fascists. In 1976, the Freedom Fighters got their own short-lived title after they immigrated to Earth One.
In the 1980s in the pages of All-Star Squadron, Roy Thomas retconned the members of the Freedom Fighters to have been from Earth-Two but had them go to Earth X later. Roy Thomas also introduced World War II Nazi counterparts of at least some of the members of the Justice League in the pages of Young All-Stars in 1987. It's unclear if Axis Amerika served as an inspiration for Earth-10's Nazi League in either the JL-Axis or New Reichsmen iterations.
Monday, February 23, 2015
Alternate Worldcrawl
One of the complaints against the standard D&D Planes is that, while conceptually interesting perhaps, its hard to know what to do with them as adventuring sites. One solution would be to borrow a page from science fiction and comic books and replace them with a mutliverse of alternate worlds. These would be easy to use for adventuring purposes and could put an additional genre spin on the proceedings. Here are a few examples:
Anti-World: An alignment reversed version of the campaign setting. Perhaps humanoids are in ascendance and human and demihumans are marauding killers living underground.
Dark Sun World: In this world, the setting underwent a magical cataclysm in the past and is now a desert beneath a dying sun.
Lycanthropia: The world is cloaked in eternal night and lycanthrope has spread to most of the population.
Modern World: This version has a technology level equal to our own (or at least the 1970s) and the PCs have counterparts who play adventurers in some sort of game.
Spelljammer World: A crashed spacecraft led to a magictech revolution and space colonization.
Western World: Try a little sixguns and sorcery and replace standard setting trappings with something more like the Old West.
Sunday, February 22, 2015
Ships in the Strange Stars
Art by Peter Elson |
Military ships in the Alliance are based and maintained in one member world or another.
Smaragdine registered Alliance ships: Frumious Bandersnatch, Chemosit, Blatant Beast, Coeurl, Peryton, Lurking Grue, Basilisk, Owlbear.
Neshekk registered Alliance ships: Binding Arbitration, Creditor, External Audit, Accounts Payable, Devaluation, Termination with Prejudice, Constructive Dismissal.
(And let's not forget the dread neshekk privateer vessel Crimson Permanent Assurance)
Art by Bob Layzell |
All Vokun ships save more the most minor custom vessels or intersystem shuttles are controlled by the Vokun themselves. Their names reflect their bellicose and imperialist culture.
Sample ship names: Martial Prowess, Indomitable, Destroyer of Worlds, Conqueror, Inevitable Victory, Imperious Will, Unchallenged Might.
Friday, February 20, 2015
Meanwhile, in the Land of Azurth...
The Land of Azurth has gotten a lot of time here on the blog lately with Strange Stars getting released and my last gaming session getting canceled (Mainly because I was out of town and totally forgot it, but we'll stick with "cancelled.")
Anyway, Renee Calvert has turned out some more custom paper minis for my game, this time the PCs' current antagonists, the Baleful Burly Brothers, Goofus and M'Gog.
Thursday, February 19, 2015
Hyperspace Travel Times
As discussed before, the travel times between nodes along the hyperspatial network of the Archaics is color-coded to denote connection speed. While the actual travel times can be determined through the use of advanced physics even an ibglibdishpan mathematician might need the aid of a calculation device to perform, approximations for gaming purposes are fairly easy.
The basic formula is: [color modifier] x [distance modifier] in kiloseconds.
Color Modifiers:
Red = 18
Orange = 45
Yellow = 100
Green = 450
Blue = 900
Indigo = 4500
Violet = 6750
Distance Modifiers:
very short = 1
short = 2
medium = 3
long = 4
very long = 5
Vague other variables may make the color modifier vary by 1d6 kiloseconds.
Wednesday, February 18, 2015
Wednesday Comics: Multiversal Spotlight: Earth-39
Apparent Concept: Earth T.H.U.N.D.E.R agents.
Pictured: (left to right) Accelerator (Lightning analog), Psi-Man (Menthor analog), Cyclotron (Dynamo analog), Corvus (Raven analog), Doctor Nemo (NoMan analog).
Sources: Tower Comics's T.H.U.N.D.E.R. Agents (1965-1969), DC Comics's T.H.U.N.D.E.R. Agents (2011-2012) .
Analog: None in previous versions of the DC Multiverse.
Comments: The T.H.U.N.D.E.R. Agents were a creation of Wally Wood and Len Brown who wanted to combine the Justice League style superhero team with popular spy-fi like The Man from UNCLE and James Bond. All of the agents derived there powers from some device (an element Morrison has retained for his stand-ins). The characters have been published by a number of companies since their debut in the 60s. DC first attempted to publish them and perhaps add them to the DC Multiverse in the early 2000s, but things didn't come together until 2011. DC introduced a black Lightning (not to be confused with Black Lightning) into what had been an all white group and Morrison retained that element with his Agents of W.O.N.D.E.R.
Monday, February 16, 2015
Majestrum
The return of a time where magic works is familiar from games like Shadowrun and Rifts, and even kid's cartoons like Thundarr the Barbarian and Visionaries, but what none of those have is the placement of an ultra-logical, far future Ellery Queen, trying to oppose the coming paradigm shift, which has become a fairly personal affront.
Hughes's universe and his writing style are in a Jack Vance mode. His setting of the Archonate and the Spray resembles Vance's Oikumene and Gaean Reach. It makes his Hapthorn tales something like if Magnus Ridolph or Miro Hetzel was confronting the dawning of the Dying Earth. There is plenty of stuff to borrow for a Vancian science fiction game, or inspiration for a whole setting.
Majestrum is the first Hapthorn novel (though based on how it opens, I suspect some short-stories predate it). There are three others and a short-story collection, all pretty cheap for Kindle.
Sunday, February 15, 2015
Time Keeps on Slippin' Into the Future
Art by Brian Despain |
If your a reader here and still on the fence about buying Strange Stars (surely there must be somebody) you might want to check out a couple of reviews from last week: here and a mini-review here.
Friday, February 13, 2015
Love Is The Drug
Even in the far future of Strange Stars love remains a somewhat fuzzy concept. Sex, on the other hand...
Anyway, in honor of Valentine's Day, revisit the Pleasure Domes of Erato or spend some time with the alluring Minga.
Thursday, February 12, 2015
Random Planets
There are a lot of good planet generators in science fiction rpgs from the very science-minded ones in GURPS Space and the original version of 2300AD to the more adventure-oriented ones of Stars Without Number and Starblazer Adventures, with Traveller and others somewhere between the two poles. None of these really focus on the quick creation of the sort of cliched (and I don't mean that negatively) worlds that populate pulpy or comic book space opera and space fantasy.
I've been toying with working on a series of random generators for exactly those sorts of settings. A more granular series of tables is probably to come, but I wanted to present an alternative "quick stock planet" alternative list first:
- Amazon Planet: Women warriors who either have no males or keep them in as slaves. The opposite is the misogynistic Man's World. The lack of the other sex may result from a Secret.
- Anachronistic World: Strangely resembles a historical Earth period, culture, genre, or work of fiction.
- Bucolic Backwater: A sleepy agrarian world where no one expects anything interesting to happen. Its native culture or cultures are likely to be irritatingly quirky.
- Casino World: Vegas in space.
- Crossroads World: A myriad of races and cultures congregate for trade, religious pilgrimage, or the like.
- Desert Planet: Whether hot or cold, this world is bone dry and harsh. Better to stick to the few oasis or canal cities and stay away from the volatile, deep desert-dwellers.
- Ecumenopolis: A planet-spanning city.
- Forest/Jungle Planet: Titanic trees (and possibly tree-towns) and an over-abundance of wildlife.
- Hellworld: Incredibly hostile environment whether due to ultra-deadly fauna, toxic atmosphere, poisonous biosphere or some other factor. There is always a good reason to travel here, however.
- Ice World: Sheathed in thick glaciers, this planet's inhabitants are inured to cold or live in compounds protected from the elements.
- Junk World: Detritus from an ancient civilization (or a current one) covers this world.
- Pleasure Planet: A world famous, or infamous, for its hedonistic pursuits. Likely a vacation destination.
- Paradise Planet: An idyllic world, either obviously highly advanced or hiding behind a faux-primitivism. where all wants and needs are fulfilled. Of course, that may just be how things appear and it is, in fact, a False Paradise.
- Prison Planet: The most notorious criminals in the galaxy are kept here, possibly with political prisoners. Likely to somewhat inhospitable natively, otherwise it would be used for another purpose.
- Ruined World: A post-apocalyptic planet, scarred by the fall of a previous civilization, perhaps long ago, perhaps relatively recently.
- Swamp World: Humid and fetid; full of things that slither and crawl.
- That’s No Ordinary Planet! Roll on the sub-table below.
- War World: Inhabitants have been locked in an age old conflict between two blocs, factions, or a neighboring world. The landscape is devastated and the people mistrustful, heavily armed, and possibly mutated.
- Water World: Planet-spanning oceans with floating cities or mer-folk.
- Wild World: Only rudimentary civilization at best, but plenty of dangerous megafauna.
That's No Ordinary Planet! Sub-table
- It's alive
- It's artificial
- It's a gigantic spaceship
- It's a petrified giant
- It's an egg
- It's a shell around a slumbering space god-monster.
Wednesday, February 11, 2015
Wednesday Comics: Multiversal Spotlight: Earth-38
Earth-38
Apparent Concept: Earth Generations.
Pictured: (left to right) The Bat-Man from 1938 (Bruce Wayne), Supergirl (Kara Kent), Knightwing (Clark Wayne), Batman in the 80s (Bruce Wayne, Jr.), Superman from 1938 (Clark Kent), Joel Kent.
Sources: Superman & Batman: Generations (1999), Superman & Batman: Generations 2 (2001), and Superman & Batman: Generations 3 (2003).
Analog: The world of Generations was designated as Pre-Crisis Earth-3898 in Absolute Crisis on Infinite Earths (2006).
Comments: The three Generations limited series were written and drawn by John Byrne. The series follow Superman and Batman and their respective families from their first meetings as kids to the future. Here's a good article on the series, including a family tree.
The first appearance of the Generations universe is actually a crossover with Marvel: Batman & Captain America. The epilogue has Batman and Robin rescuing Captain America from the ice in the 1960s. The Robin depicted has red hair, suggesting he is the Bruce Wayne, jr. Robin from Generations.
Apparent Concept: Earth Generations.
Pictured: (left to right) The Bat-Man from 1938 (Bruce Wayne), Supergirl (Kara Kent), Knightwing (Clark Wayne), Batman in the 80s (Bruce Wayne, Jr.), Superman from 1938 (Clark Kent), Joel Kent.
Sources: Superman & Batman: Generations (1999), Superman & Batman: Generations 2 (2001), and Superman & Batman: Generations 3 (2003).
Analog: The world of Generations was designated as Pre-Crisis Earth-3898 in Absolute Crisis on Infinite Earths (2006).
Comments: The three Generations limited series were written and drawn by John Byrne. The series follow Superman and Batman and their respective families from their first meetings as kids to the future. Here's a good article on the series, including a family tree.
The first appearance of the Generations universe is actually a crossover with Marvel: Batman & Captain America. The epilogue has Batman and Robin rescuing Captain America from the ice in the 1960s. The Robin depicted has red hair, suggesting he is the Bruce Wayne, jr. Robin from Generations.
Monday, February 9, 2015
Audience Participation
With Strange Stars out for a few weeks now (and reviews appearing), enough time has probably past that I can query folks as to what they'd like to see here on the blog to further explore the setting. So, what would you like to see next?
One thing I haven't talked about yet is the League of Habitats (other than Circus and a brief mention of High Lonesome). I could elucidate more on time frames for hyperspace travel or earlier historical eras like the Archaic Oikumene or the Radiant Polity. Then there's always more practical stuff like currency or sample names for more cultures. I did a post a while back getting very specific about inspirations for particular cultures, and I could always do something like that again.
Those are my ideas but you may have others. So what would you guys like to see? Comment here or drop me an email with suggestions!
One thing I haven't talked about yet is the League of Habitats (other than Circus and a brief mention of High Lonesome). I could elucidate more on time frames for hyperspace travel or earlier historical eras like the Archaic Oikumene or the Radiant Polity. Then there's always more practical stuff like currency or sample names for more cultures. I did a post a while back getting very specific about inspirations for particular cultures, and I could always do something like that again.
Those are my ideas but you may have others. So what would you guys like to see? Comment here or drop me an email with suggestions!
Sunday, February 8, 2015
Names in the Strange Stars
Obviously, you can use whatever names you want for the members of the various clades and cultures in Strange Stars, but here are some examples/guidelines for making up names on the fly for members of the Vokun Empire that fit with the examples given in the setting book:
Vokun
High status Vokun names are multi-syllabic tend to end in -esh or a vowel. Female names are more likely to tend in a vowel and tend to be slightly shorter. Lower class Vokun names are shorter (generally two or three syllables). It is a grave insult to give a Vokun a nickname or otherwise shorten their name without permission.
Examples:
Female: Artazosthra, Ishramis, Jannaxa.Valakasta,Yazdaneshta, Zarshanta, Zrazdakai
Male: Axangavazda, Ksurukandesh, Makathryavu, Tehuteshada, Vahupareshta, Zrayangashamesh
Engineers
Engineers use long designation codes that provide information on expertise, location, and genetic lineage. At the Vokuns' insistence, Engineers use a base designation of one or two syllables with other sophonts.
Examples: Aznat, Enek, Inaat, Ikatik, Mnazek, Ndzat, Omnak, Tlek
Ibglibdishpan
Names of the ibglibdishpan are composed on two, monosyllabic elements that end in a vowel, n, ng, m, l, r, sh or rarely b. Among themselves they employ numerical family designation that is placed before the personal name, but they rarely use these when dealing day to day with other cultures, except in formal situations.
Examples: Chun Ri, Gan Yul, Ro Nar, Ang Tu, Tan Em, Ib Kan, Li Pan.
Kuath
Kuath have a singular, gendered personal name.
Examples:
Male: An-Tuani, Cham-Ka, Hulan-Yi, Konaga, Ngata, Sungoro, Tanathi, Waruahi
Female: An-San, Chanya, Dara-Ja, Miri, Shu-sheng, Susi, Ulathi
Surnames: Aranun, Haunahi, Hokuni, Kamata, Nohoka, Pomaku, Tutani
Female: Ahilani, Aonami, Elaheli, Hani, Ko’ana, Mululani, Poma, Uku
Male: Atamu, Aonga, Hukono, Isako, Kamaki, Rano, Tuati, Yano, Uko
Vokun
High status Vokun names are multi-syllabic tend to end in -esh or a vowel. Female names are more likely to tend in a vowel and tend to be slightly shorter. Lower class Vokun names are shorter (generally two or three syllables). It is a grave insult to give a Vokun a nickname or otherwise shorten their name without permission.
Examples:
Female: Artazosthra, Ishramis, Jannaxa.Valakasta,Yazdaneshta, Zarshanta, Zrazdakai
Male: Axangavazda, Ksurukandesh, Makathryavu, Tehuteshada, Vahupareshta, Zrayangashamesh
Engineers
Engineers use long designation codes that provide information on expertise, location, and genetic lineage. At the Vokuns' insistence, Engineers use a base designation of one or two syllables with other sophonts.
Examples: Aznat, Enek, Inaat, Ikatik, Mnazek, Ndzat, Omnak, Tlek
Art by Garrisonjames |
Names of the ibglibdishpan are composed on two, monosyllabic elements that end in a vowel, n, ng, m, l, r, sh or rarely b. Among themselves they employ numerical family designation that is placed before the personal name, but they rarely use these when dealing day to day with other cultures, except in formal situations.
Examples: Chun Ri, Gan Yul, Ro Nar, Ang Tu, Tan Em, Ib Kan, Li Pan.
Kuath
Kuath have a singular, gendered personal name.
Examples:
Male: An-Tuani, Cham-Ka, Hulan-Yi, Konaga, Ngata, Sungoro, Tanathi, Waruahi
Female: An-San, Chanya, Dara-Ja, Miri, Shu-sheng, Susi, Ulathi
Yantrans
Yantrans use a personal name and a family name. The family name is typically given first.
Examples:Surnames: Aranun, Haunahi, Hokuni, Kamata, Nohoka, Pomaku, Tutani
Female: Ahilani, Aonami, Elaheli, Hani, Ko’ana, Mululani, Poma, Uku
Male: Atamu, Aonga, Hukono, Isako, Kamaki, Rano, Tuati, Yano, Uko
Voidgliders
Voidglider names are typically radio-communicated are not readily translatable to the phonemes of other clades. Nicknames are often employed by other species, and voidgliders will refer to each other with "translated" names.
Examples: Solar Wind, Luminous Object, Distant Star, Freefall Warrior, Far Glider, Blue Shift.
Voidglider names are typically radio-communicated are not readily translatable to the phonemes of other clades. Nicknames are often employed by other species, and voidgliders will refer to each other with "translated" names.
Examples: Solar Wind, Luminous Object, Distant Star, Freefall Warrior, Far Glider, Blue Shift.
Thursday, February 5, 2015
Strange Stars Update
With both the pdf and the hardcopy of Strange Stars out, it finally got it's first review from Eric over at the Swords & Stitchery blog. I did an interview with Chris Kutalik (author of Slumbering Ursine Dunes--on sale now!) over at the Hill Cantons blog, wherein we discuss the (probably not so secret) inspirations for Strange Stars. Right here on this blog, I've updated the Strange Stars Index page. Those updates include the last couple of posts before the release of the book and the posts I've done on adventuring in the the setting since its release.
Just because the book's out, we're not resting on our laurels. More posts are to come here and some Fate system book excerpts on John Till's Fate SF blog. Yesterday, he talked about his inspirations when writing for Strange Stars.
Just because the book's out, we're not resting on our laurels. More posts are to come here and some Fate system book excerpts on John Till's Fate SF blog. Yesterday, he talked about his inspirations when writing for Strange Stars.
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