5 hours ago
Thursday, January 21, 2016
At Last! Strange Stars Fate Softcover Available
After a couple of proofs and some corrections (included in the updated pdf) Strange Stars Fate by John Till is finally available at rpgnow/drivethrurpg. Reserve your copy today!
Wednesday, January 20, 2016
Wednesday Comics: Storm: The Deep World (part 2)
My exploration of the long-running euro-comic Storm, continues. Earlier installments can be found here.
Storm: The Deep World (1978) (Part 2)
Art by Don Lawrence & Script by Saul Dunn
After passing the red-haired woman, Storm is taken to the upper levels of the prison where strangely Ghast appears to have his throne room. He allows Storm to test his strength against him; Storm is no match.
Ghast has no idea what an ocean is and quickly tires of Storm asking about it. He crushes Storm's space helmet in his bare hands to show how little he's concerned with Storm's questions. He's got questions of his own:
Ghast is not pleased with that response and Storm ends up in the lowest level of the dungeon with no food or water--but he does have the red-head he saw before as a companion. She's mistrustful, thinking he might be a spy for Ghast, and doesn't believe his story about oceans and other worlds, either. Her name is Carrots, and she comes from the lands beyond the Wall that Ghast is so eager to know about. Eventually, she decides to trust him so they can both escape.
They don't have to wait long for a chance. A thin, reed whistle sounds from outside and Carrots responds with a whistle. She says it's "Kiley."
That night, Kiley pulls the bars out of the window with a rope and Carrots and Storm escape, though Ghast's men aren't far behind. Kiley stays behind to hold them off, sending the other two on to "the Dive": a tavern where others of Carrots people are waiting.
Storm is greeted with mistrust, but Kiley arrives and tells them he has gotten reports of a machine (Storm's spacecraft) and knows Storm is the man that arrived in it. Carrots is still skeptical the machine can fly, but they agree to accept his help against Ghast.
The escape route for Carrots, Kiley, and Storm is via an underground river. They swim to room that acts as an airlock. Storm is surprised to learn that they have electricity; Kiley explains that they are more advanced than Ghast's city. He leads them to a waiting craft:
Unfortunately, Ghast and his men have found the dive and the trapdoor. They make it to the railway, but most of Ghast's men perish in the explosion caused by the control panel Kiley boobytrapped. Ghast survives, though, and finds a hand cart to continue the pursuit. Then:
Spider-bats!
Storm: The Deep World (1978) (Part 2)
Art by Don Lawrence & Script by Saul Dunn
After passing the red-haired woman, Storm is taken to the upper levels of the prison where strangely Ghast appears to have his throne room. He allows Storm to test his strength against him; Storm is no match.
Ghast has no idea what an ocean is and quickly tires of Storm asking about it. He crushes Storm's space helmet in his bare hands to show how little he's concerned with Storm's questions. He's got questions of his own:
Ghast is not pleased with that response and Storm ends up in the lowest level of the dungeon with no food or water--but he does have the red-head he saw before as a companion. She's mistrustful, thinking he might be a spy for Ghast, and doesn't believe his story about oceans and other worlds, either. Her name is Carrots, and she comes from the lands beyond the Wall that Ghast is so eager to know about. Eventually, she decides to trust him so they can both escape.
They don't have to wait long for a chance. A thin, reed whistle sounds from outside and Carrots responds with a whistle. She says it's "Kiley."
That night, Kiley pulls the bars out of the window with a rope and Carrots and Storm escape, though Ghast's men aren't far behind. Kiley stays behind to hold them off, sending the other two on to "the Dive": a tavern where others of Carrots people are waiting.
Storm is greeted with mistrust, but Kiley arrives and tells them he has gotten reports of a machine (Storm's spacecraft) and knows Storm is the man that arrived in it. Carrots is still skeptical the machine can fly, but they agree to accept his help against Ghast.
The escape route for Carrots, Kiley, and Storm is via an underground river. They swim to room that acts as an airlock. Storm is surprised to learn that they have electricity; Kiley explains that they are more advanced than Ghast's city. He leads them to a waiting craft:
Unfortunately, Ghast and his men have found the dive and the trapdoor. They make it to the railway, but most of Ghast's men perish in the explosion caused by the control panel Kiley boobytrapped. Ghast survives, though, and finds a hand cart to continue the pursuit. Then:
Spider-bats!
TO BE CONTINUED
Monday, January 18, 2016
SWN World Tags in Strange Stars
Stars Without Number has an interesting way of presenting world information by use of "tags." Many of these takes are familiar science fiction tropes/elements and work fine in Strange Stars, but some are more specific to the Stars Without Number setting and are based on different assumptions. Here's a list of those that don't really work with Strange Stars and in some cases how they can be tweaked to fit:
Alien Ruins: These could be alien, but are just likely to be ancient ruins from the time of the Archaic Oikumene or before.
Altered Humanity: Much less notable in Strange Stars than in the standard standard SWN, but it is still usable for more extreme cases.
Eugenic Cults: The rough equivalent of these can be found in the Strange Stars, but given the commonness of genetic modification, the “eugenics” element is less important than the “cult” part.
Exchange Consult: This organization doesn’t really have an equivalent.
Forbidden Tech: Much of the technology considered forbidden in the standard setting of SWN is common in the Strange Stars, so the use of this tag would be limited.
Perimeter Agency: In Strange Stars, the equivalent of this group might be Luddite or anti-technology fanatics/cultists.
Preceptor Archive: These would be replaced with troves of data or technology from earlier time periods, mostly the Archaic Oikumene, but possibly the Radiant Polity. The Library of Atoz-Theln would have the suitably modified version of this tag.
Pretech Cultists: Like the eugenic cultists above, the focus should be on the odd use of a technology rather than its mere existence.
Primitive Aliens: Probably just “primitives” of a nonbaseline or exotic biotype, rather than actual xenosophonts.
Unbraked AI: This would instead be a “Tyranny” that just happened to have an infosophont tyrant.
Xenophiles/Xenophobes: Again, read “alien” simply as an “exotic clade.”
Sunday, January 17, 2016
Grit & Vigor
I sometimes think John M, Stater is the hardest working man in DIY gaming (and that's saying something). He turns out game after solid game--not just adventures or settings but--games. And those are just the ones in print. His latest is Grit & Vigor, which is a pulp adventure adaptation of his Blood & Treasure (read Chris's review here) which is either a distillation of 3e-ish D&D to an old school level of complexity or a rebuild of old school D&D with some modern features, depending on how you look it at.
Unlike post pulp games which plant their flag squarely in the Depression era 1930s, Grit & Vigor seems a bit more informed by the early pulp and the end dime novel era that prefigured it: something like 1890-1920s. This is not to same G&V doesn't cover the classic pulp era--it does--but most of its illustration and sample NPCs harken this this early era. (For a good retrospective of the pulps of this time, you could do worse--and likely no better--than Robert Sampson's multi-volume Yesterday's Heroes.) Stater mentions expanses later covering some of periods the stories in those pulps take place including the Golden Age of Piracy and the Furture--and given his track record, I expect he'll deliver.
All the usual bases of classes are cover for the era, though magical (or occult ones) are left to an appendix so you can tailor the level of fantastic you want in your game. Feats providing for the larger than life nature of the pulp heroes are likewise a part of the game. There's even a section on Wonder Dogs! NPCs include Nellie Bly, Sherlock Holmes, Bertie Wooster, and Aleister Crowley.
So if pulp or adventure gaming interests you particularly with a familiar D&D-ish backbone, Grit & Vigor is well worth checking out.
Friday, January 15, 2016
Project(s) Update, Or I Get By with a Little Help from My Friends
Art by Jeff Call |
I haven't done a general update in a while, so here's what Armchair Planet (i.e. me) has cooking with the Hydra Co-op:
- John Till's Strange Stars Fate pdf just got updated with some minor corrections. I am waiting to check the proof of the updates to the soft cover before releasing that.
- Work continues on Strange Stars OSR with several Hydra hands (heads?) pitching in to help: Chris Kutalik pitched in with Orbital Habitat Generation rules and Robert Parker is working on improving what I've done with hyperspace nodes. They're making me look like a slacker, but I'm working, I promise!
- Jason Sholtis is taking a break from work on his Operation Unfathomable to do a playtest of the mostly complete draft of the adventure Mortzengersturm, The Mad Manticore of the Prismatic Peak on Google+, and Jeff Call is hard at work on the art.
- Though Strange Stars is getting priority, I'm also working on The Cloud Castle of Azurth for which Joel Priddy is turning out some great interior art.
A lot of cool stuff to come in 2016.
Thursday, January 14, 2016
Limbo: The Sargasso of Space
First and foremost, there is a graveyard of ships, some still inhabited, some partially cannibalized by the survivors of other vessels. Mutual distrust is the general rule, as resources are limited, but also because the bleed of reality warping hyperspace has deleterious effects on the human mind, leading to paranoia and often insanity. This may or may not explain the general xenophobia of the non-marooned races that make Limbo home.
There are multiple species of the froglike humanoid Slaad existing in state of mutual hostility with each other and apparently every other sapient being. The Red are near bestial, the Blue are barbaric and more organized, while the somewhat more intelligent Green are merely narcissistic and sociopathic. All known Slaad are all the more unpleasant due to their parasitic or infectious means of reproduction. Both the Blue and the Green have human slaves indoctrinated to believe being used in such a way allows they themselves to be reborn as more evolved Slaad.
There is rumored to be a fourth Slaad race--the Gray or Elder Slaad--that created the others in a rash attempt at eugenics, but credible reports of encounters exist. The Slaad place almost religious significance on an asteroid they call "the Spawning Stone" that is purported to contain their ancient genetic laboratory-temple and the cloning vats from which all Slaad species were born.
The so-called mad monks of Githzerai are sallow-skinned ascetics with settlements on various asteroids and dwarf planetoids. They are not hospitable, but neither are they as murderous as the Slaad. The Githzerai have protected themselves against "hyperspace madness" to some degree by mediation, physical discipline, and psychic links between abbots and their subordinates. Still they often swing between periods of religious ecstasy and intense emotion or dream-like dissociation. They believe such openess to the divine Chaos of hyperspace will allow their intellects to complete a cycle of rebirth.
This is a follow-up to this post.
This is a follow-up to this post.
Wednesday, January 13, 2016
Wednesday Comics: Storm: The Deep World
I finally broke down and ordered the Don Lawrence Storm hardcovers I had been eyeing for some times, so it seems like a good time to start a retrospective of the long-running science fantasy series:
Storm: The Deep World (1978)
Art by Don Lawrence & Script by Saul Dunn
From a satellite in orbit around the planet Jupiter, a manned-mission to closely observe the Great Red Spot is about to be launched. The UN emissaries bid the astronaut Storm (that's the only name we're given) good luck before he enters his ship: the aptly named "Storm Probe."
Storm's ship gets a bit to close to the Spot and is drawn in by its hurricane winds. Storm blacks out from the G forces. Mission control is unable to save him. In fact, his ship seems to disappear into the Spot. Storm is lost.
When Storm wakes up, his ship is still in Jupiter's atmosphere, but there is no Great Spot--and no satellite! Believing they gave him up for dead, he sets a course for earth and puts himself in suspended animation. The trip takes a year, and when he arrive the Earth has changed.
When, Storm comes out of suspended animation, he finds the Florida he thought he landed in to be frozen and airless. He dons his spacesuit and goes outside to investigate. He finds a house mostly covered by snow and at where he believes the coast should be, a cliff edge:
Storm: The Deep World (1978)
Art by Don Lawrence & Script by Saul Dunn
From a satellite in orbit around the planet Jupiter, a manned-mission to closely observe the Great Red Spot is about to be launched. The UN emissaries bid the astronaut Storm (that's the only name we're given) good luck before he enters his ship: the aptly named "Storm Probe."
Storm's ship gets a bit to close to the Spot and is drawn in by its hurricane winds. Storm blacks out from the G forces. Mission control is unable to save him. In fact, his ship seems to disappear into the Spot. Storm is lost.
When Storm wakes up, his ship is still in Jupiter's atmosphere, but there is no Great Spot--and no satellite! Believing they gave him up for dead, he sets a course for earth and puts himself in suspended animation. The trip takes a year, and when he arrive the Earth has changed.
When, Storm comes out of suspended animation, he finds the Florida he thought he landed in to be frozen and airless. He dons his spacesuit and goes outside to investigate. He finds a house mostly covered by snow and at where he believes the coast should be, a cliff edge:
Storm climbs down into the valley. He finds the air is better there, but he gets an unfriendly welcome from sword-wielding warriors. He manages to kill one of them, but ultimately the other knock him out and steal his spacesuit.
The warriors take the loot to their king, Ghast. Ghast realizes the clothes are dwarfed in value by the strange man who wore them. The man who could tell him what these things mean and how they work. He orders him minions to go back out and get him! They do so, taking an iguana--one of the city's giant guardians:
They find Storm, now dressed and outfitted with the stuff from the man he killed, and capture him, thanks to the iguana beast's tongue. They take Storm into their ancient-seeming city to a prison where he see's a face looking out from him from a cell in passing:
TO BE CONTINUED
Monday, January 11, 2016
A Star Warriors Summary
Along with a new text block for the noble Star Knights and the nefarious Dark Star Warriors, here's a list of the posts I've done regarding this mini-setting so far:
The Azuran System - A map and brief gazetteer of where the action takes place.
STAR WARRIORS! - the introduction to the Star Warriors Universe.
The Bad Guys in the setting.
The Azuran System - A map and brief gazetteer of where the action takes place.
STAR WARRIORS! - the introduction to the Star Warriors Universe.
The Bad Guys in the setting.
Sunday, January 10, 2016
The Grim Frontier
After seeing The Revenant this weekend in all its visceral frontier glory, a setting idea occurred to me: Take the resource management of the dungeon and combine it with survivalist horror in an American-ish (though ahistorical) frontier setting: The Grim Frontier.
The bullet points:
Elements: Potentially easy death, resource management, and some horror elements beloved by many old school gamers; an evocation for modern audience of the strangeness or alienness of new environments through use of Roadside Picnic-esque zones elements (like my random tables for those); possible implication of post-apocalypticness of the level of The Gunslinger. The wilderness as an area of unsettled reality like the Weird of the Hill Cantons or the West in Felix Gilman's Half-Made World. Ancient mounds, giant skeletons or mummified dwarfs borrowed from the real folklore of the West; vaguely late 18th to first few decades of the 19th level of technology, probably with low magic.
Differs from: The Weird Frontier (more emphasis on horror and resource management, perhaps, hence the "grim"); Fantasy Western (earlier time period than the classic Western); Fantasy American Frontier (not specifically the American continent with the attending ethnic groups, political, and religious struggles).
Inspirations:
Film: Black Robe, The Revenant, Man in the Wilderness, Aquirre: The Wrath of God, Ravenous.
Comics: Manifest Destiny, Pilgrim.
Books: The Gunslinger, Roadside Picnic, Half-Made World and The Rise of Ransom City.
Friday, January 8, 2016
People of the Land of Azurth
Here's an excerpt from a reference I'm making for my players: A catalog of the NPCs they've encountered.
Aura: Princess of the Cloud Folk and daughter of King Cumulo. Like her father, she was held captive in the dungeon beneath the Cloud Castle so that Zykloon could insure the Cloud Folk’s loyalty.
Calico Bonny: The seldom-seen queen of Rivertown’s ramshackle flotilla red-light district, "The Floating World." Her palace is the Queen Azura where she also runs a cabaret. Most of her dealings are handled by her representative(s), Fleur.
Cheape, Aunder: A merchant from the northern Country of Yanth. One of the captives freed from the Cloud Castle’s dungeon, made it out of the ordeal alive and presumably returned home.
Cumulo: The boisterous King of the Cloud Folk. He was held hostage in the Cloud Castle’s dungeon by Zykloon to ensure the cooperation of his son, Prince Thunderhead, and the rest of the Cloud Folk with the giant wizard’s commands.
Fleur: A series of lissome, serene (or perhaps disinterested) young women who serve as the intermediaries for the reclusive Calico Bonny in her dealings.
Gladhand, Yrrol B.: Mayor of Rivertown and the self-appointed patron of our heroes.
Gritz, Lumpley: The Vagrant-ambassador of Lardafa, the City of Beggars. For weeks, he had been in Rivertown awaiting an audience with the Princess Viola (and panhandling to make ends meet), when he and his attache, Mister Jipp, were kidnapped by the Burly Brothers and held for ransom. After he was freed, he got his audience, and left to return to Lardafa.
Inkwell: Mayor Gladhand’s harried chief clerk and accountant.
King Kuel: The unflappable, Fagin-esque mentor of Waylon and his childhood band of thieves.
Llailogan: A hermit and druid living in a cabin in the Enchanted Wood. He acts as the Wood’s protector, but was tricked and drugged by Ursa so that he wouldn’t interfere in her schemes.
Man in the Metal Suit: On level “L3” beneath Castle Machina, our heroes encountered a man-shaped constructed that they discovered had an old man pierced with various tubes encased within. They delivered to him a velvet bag containing tiny metal sculptures, apparently game pieces of some sort. The man seemed to be playing again with a person never clearly seen whose voice emanated from a large lens of some sort.
Mister Jipp: A well-dressed and (when moved to do so) well-spoken monkey who attends the Lardafan ambassador, Lumpley Gritz.
Nimbus: A callow and not terribly bright youth of the Cloud Folk.
Pryce, Hyram: A merchant from the northern Country of Yanth. He was one of the captives freed from the Cloud Castle’s dungeon, made it out of the ordeal alive and presumably returned home to resume his rivalry with his more successful brother, Loward.
Thunderhead: Son of King Cumulo and Prince of the Cloud Folk. He enlisted the help of our heroes in freeing his father and sister from the dungeon of Zykloon.
Tubbs, Leakey: Captain of the keelboat Venture that transported our heroes from Rivertown to Ianthine.
Waylon's Childhood Bandmates: Wendle (a raccoon folk jug player), Herv (a human bass player), Emmy (a Renert singer and washboard player).
Woggin: A muscular Frox thief held captive in Zykloon’s dungeon beneath the Cloud Castle. He was freed by our heroes and aided them in their attempts to steal back the magic mirror containing the light of the Whim-Wham Stone.
Thursday, January 7, 2016
The Galactic Great Wheel
Looking at my Azuran Sysem map and its conspicuous shape, an idea occurred to me: the AD&D "Great Wheel Cosmology" adapted to a science fiction setting. I've sort of toyed with that idea before in a science fantasy multiverse kind of way, but now I'm thinking more classic space opera in the vein of the things that inspired Traveller, but a bit more Vancian--as is appropriate to its AD&D roots.
So here's the pitch: Sometime in the future, an early spacefaring humanity encounters a gate and gains access to a system of FTL via hyperspace (or the astralspace) and gets its introduction to an ancient, galactic civilization with arcane rules and customs a bit like Brin's Uplift universe. At the "center" of the gates is Hub, a place with a gigantic neutral territory station--like Babylon 5 on a grander scale. Hub connects to all the various worlds. Here's a short sampling:
Archeron: A war world, possibly one where a decadent civilization has kidnapped warriors form different times and worlds to battles for their entertainment.
Baator: The world of beings who (like the Overlords in Childhood's End) look suspiciously like devils from Earth belief, and indeed act very much like them, destabilizing worlds with Faustian bargains somewhat like in Swanwick's Jack Faust.
Beastworld: A planet where many animal species share a group intelligence.
Carceri: An environmentally hostile ancient prison planet.
Limbo: A world in an area of reality warping "broken space" where hyperspace spills in leading to a graveyard of ships.
Mechanus: Robotic beings out to bring order to the galaxy via assimilation. A somewhat (maybe) more reasonable Borg.
Pandemonium: A world only inhabitable in subterranean caverns, but even those are swept by winds that generate infrasound that can drive humanoids insane like the titular Winds of Gath.
Wednesday, January 6, 2016
Wednesday Comics: 8House: Yorris
I've discussed 8House here before. It's an anthology series conceived by Brandon (Prophet) Graham. It's stories all take place in the same universe ruled by 8 magic houses. The first story (still unfinished) was Arclight. The second, Kiem, is a science fiction tale about a soldier whose mind inhabits the dead body of her twin brother, asked to transport a mysterious item.
The third is Yorris by Helen Maier and Fil Barlow. It's a fantasy that tells the story of the titular young noble woman who has the ability to see the astral creatures invoked and impowered by the emotions of others--particularly her houses ritual curses cast against their enemies. When Yorris sees what she believes to be an astral assassin at her families ritual, she's thrust into a wider world.
8House has been great so far. Well were checking out. You can see a few sample pages from Yorris here.
Monday, January 4, 2016
Star Warriors: The Bad Guys
The two "bad guy" factions in the world of Star Warriors. The baddies behind the scenes:
And the more mundane threat:
And the more mundane threat:
Sunday, January 3, 2016
Theriospheric Transfigurations
Erik Jensen has released his first compilation (don't let the "41" in the title fool you) of material from the Wampus Country setting. For the uninitiated, Wampus Country is an old school D&D setting that with an early American frontier veneer, and a somewhat humorous tone. It's sort of The Hobbit, if Bilbo were Davy Crockett and the dwarves were talking dogs in nice hats. Maybe.
Any way, Theriospheric Transfigurations is a collection of animal themed spells material (mostly spells) with a Wampus-y tone, but entirely usable in any old school setting. So long as its a setting where punny creations like a diseasel (a weasel that's a magical carrier of plagues) or the spell Fancify Rat (gives a rodent a snap set of clothes) might be appropriate. Which is to say: almost any, by my reckoning.
I've had the pleasure of playing in Erik's Wampus Country game and he's an inventive DM with a perfect ear for this sort of material. So head over to Rpgnow and pick it up. It's Pay What You Want, and well worth it!
Thursday, December 31, 2015
Star Warriors: The Azuran System
This is a "work in progress map of the Azuran System, location of the Star Warriors setting I've done a couple of posts about. Some of these worlds have been mentioned in other posts, but here are the thumbnail descriptions of the others:
Yvern: Humans share this tropical world with sauroid giants! They have learned how to domestic these creatures as beasts of burdens and engines of feudal warfare. Some Yvernians are able to telepathically communicate with their beasts.
Vrume: The desert hardpan and canyons of Vrume wouldn’t attract many visitors if it weren’t for the races—the most famous of these being the annual Draco Canyon Rally.
Zephyrado: Isolated by its “cactus patch” of killer satellites, Zephyrado is home to hard-bitten ranchers and homesteader colonists—and the desperados that prey on them!
Geludon: A windswept, frozen world, Geludon is home to mysterious “ice castles” built by a long vanished civilization and the shaggy, antennaed, anthropoid Meego.
Robomachia: A world at war! An all-female civilization is under constant assault from robots that carry captives away to hidden, underground bases--never to be seen again.
Darrklon: Covered by jagged peaks and volcanic badlands shrouded in perpetual twilight, Darrklon is a forbidding place, made even more so by its history as the powerbase of the Demons of the Dark. Few of the Demons remain, though their fane to Anti-Source of the Abyss still stands, and through it, they direct the Dark Star Knights and other cultists.
Computronia: A gigantic computer that managed the bureaucracy of the Old Alliance and served as its headquarters. It is now under the control of the Authority, and its vast computational powers are used to surveil the system.
Elysia: Elysia was once a near paradise. Technology and nature were held in balance, and its gleaming cities are as beautiful as its unspoiled wilderness. Elysia’s highest mountain was site of the training center of the Star Knights. Now, the Star Knights have been outlawed and the people of Elysia live in a police state imposed by the Authority.
Wednesday, December 30, 2015
Wednesday Comics: Attack of the Clones
The cultural phenomenon that is Star Wars had an effect on comic books, even in its first decade. Despite my pithy title, it's unfair to call these guys clones exactly, but some sort of force is clearly with them. Since science fiction comics and Star Wars draw on some of the same influences, it's not always easy to know what is Star Wars inspired and what isn't. Chaykin's Ironwolf had a rebel fighting a galactic empire in '74--3 years before Star Wars. Still, if one looks at Chaykin's followup Cody Starbuck (also '74) the pre-Star Wars appearances have the look of Flash Gordon and the widespread swordplay of Dune. In the post-Star Wars appearances, costumes have a bit more Japanese influence and guns are more in play; both of these are possibly Star Wars inspired innovations.
Star Hunters (1977)
Empire? A sinister Corporation that controls Earth
Rebels? Sort of, though the protagonists start out forced to work for the Corporation
The Force? There's an "Entity" and a cosmic battle between good and evil
Analogs? Donovan Flint, the primary protagonist, is a Han Solo type with a mustache prefiguring Lando's.
Notes: If Star Hunters is indeed Star Wars inspired, its a very early example. The series hit the stands in June of 1977--on a few days over a month after Star Wars was released.
Micronauts (1979)
Empire? A usurpation of the monarchy of Homeworld.
Rebels? Actually previous rulers and loyalists; a mix of humans, humanoids, and robots.
The Force? The Enigma Force, in fact.
Analogs? Baron Karza is a black armored villain like Vader; Marionette is a can-do Princess; Biotron and Microtron are a humanoid robot and a squatter, less humanoid pairing like Threepio and Artoo.
Metamorphosis Odyssey (1980)
Empire? The Zygoteans, who have concurred most of the galaxy.
Rebels? A disparate band from various worlds out to end the Zygotean menace.
The Force? There's Starlin cosmicness.
Analogs? Aknaton is an old mystic who know's he's going to die a la Obi-Wan. He picks up Dreadstar on a backwater planet and gets him an energy sword.
Dreadstar (1982)
Empire? Two: the Monarchy and the Instrumentality.
Rebels? Yep. A band of humans and aliens out to defeat the Monarchy and the Instrumentality.
The Force? Magic and psychic abilities.
Analogs? Dreadstar still has than energy sword; Oedi is a farm boy (cat) like Luke; Syzygy is a mystic mentor like Kenobi; Lord High Papal is like Vader and Palpatine in one.
Notes: Dreadstar is a continuation of the story from Metamorphosis Odyssey.
Atari Force (1984)
Empire? Nope.
Rebels? Not especially.
The Force? Some characters have special powers.
Analogs? Tempest is a blond kid with a special power and a difficult relationship with his father sort of like Luke. There are a lot of aliens in the series, so there's a "cantina scene" vibe; Blackjak is a Han Solo-esque rogue. Dark Destroyer is likely Vader-inspired, appearance-wise.
Notes: This series sequel to the original series DC did for Atari, taking place about 25 years later. The first series is not Star Wars-y.
Empire? A sinister Corporation that controls Earth
Rebels? Sort of, though the protagonists start out forced to work for the Corporation
The Force? There's an "Entity" and a cosmic battle between good and evil
Analogs? Donovan Flint, the primary protagonist, is a Han Solo type with a mustache prefiguring Lando's.
Notes: If Star Hunters is indeed Star Wars inspired, its a very early example. The series hit the stands in June of 1977--on a few days over a month after Star Wars was released.
Micronauts (1979)
Empire? A usurpation of the monarchy of Homeworld.
Rebels? Actually previous rulers and loyalists; a mix of humans, humanoids, and robots.
The Force? The Enigma Force, in fact.
Analogs? Baron Karza is a black armored villain like Vader; Marionette is a can-do Princess; Biotron and Microtron are a humanoid robot and a squatter, less humanoid pairing like Threepio and Artoo.
Metamorphosis Odyssey (1980)
Empire? The Zygoteans, who have concurred most of the galaxy.
Rebels? A disparate band from various worlds out to end the Zygotean menace.
The Force? There's Starlin cosmicness.
Analogs? Aknaton is an old mystic who know's he's going to die a la Obi-Wan. He picks up Dreadstar on a backwater planet and gets him an energy sword.
Dreadstar (1982)
Empire? Two: the Monarchy and the Instrumentality.
Rebels? Yep. A band of humans and aliens out to defeat the Monarchy and the Instrumentality.
The Force? Magic and psychic abilities.
Analogs? Dreadstar still has than energy sword; Oedi is a farm boy (cat) like Luke; Syzygy is a mystic mentor like Kenobi; Lord High Papal is like Vader and Palpatine in one.
Notes: Dreadstar is a continuation of the story from Metamorphosis Odyssey.
Atari Force (1984)
Empire? Nope.
Rebels? Not especially.
The Force? Some characters have special powers.
Analogs? Tempest is a blond kid with a special power and a difficult relationship with his father sort of like Luke. There are a lot of aliens in the series, so there's a "cantina scene" vibe; Blackjak is a Han Solo-esque rogue. Dark Destroyer is likely Vader-inspired, appearance-wise.
Notes: This series sequel to the original series DC did for Atari, taking place about 25 years later. The first series is not Star Wars-y.
Monday, December 28, 2015
Six from the Skull
Today marks the sixth anniversary of this blog. The year saw the release of Strange Stars and Strange Stars Fate, posts expanding the Land of Azurth setting, which will hopefully serve as the site of some adventures published in the year to come.
I'm glad to say, the blog has completely become an infomercial for upcoming products. I re-imagined the Great Wheel cosmology as a futuristic science fantasy setting, beginning with this post and continuing here, here, and here. I came out with some tables for the random generator of Roadside Picnic-esque "zones." I also did a series of tables for the random creation of Masters of the Universe-ish Ultra-Warriors!
What's to come in 2016? Well, Strange Stars OSR, first and foremost. At least one Land of Azurth adventure (and hopefully two!). Beyond that, expect more posts on my ongoing 5e campaign, probably a few more in the vein of Star Warriors, and who knows what else.
Thanks for reading.
Sunday, December 27, 2015
STAR WARRIORS: 3 Worlds
I hope everyone who celebrates such things had a good holiday. Expanding on this post. here are three of a number of worlds orbiting a blue super-giant in a distant galaxy:
Wednesday, December 23, 2015
Wednesday Comics: Santa Claus
Just in case you got the holiday itch to read Santa Clau's appearances in Marvel or DC Comics, I'm here to help. First, check out Santa's entry over at the Marvel Database where you will discover that (perhaps) Santa Claus is just Odin giving out presents to commemorate Thor killing a troll and destroying an asteroid, which flared like a star in the night sky. Then, read about when Saint Nick crossed paths with Hitler (SPOILER: It's more than once! Particularly if you count the Hate-Monger).
Then, check out the DC Database entry with highlights even more dubious. Like there was the time (Hellblazer #247) where John Constantine claims to have smuggled the bone powder of the historical Saint Nikolaus into the UK for an occult ritual--and he wound up snorting some of it like cocaine. Then there's the Lobo Paramilitary Christmas Special where Santa is the merciless North Pole strong man slave-owner. Not all DC appearances are so irreverant. He does get to team-up with Superman on more than one occasion.
Then, check out the DC Database entry with highlights even more dubious. Like there was the time (Hellblazer #247) where John Constantine claims to have smuggled the bone powder of the historical Saint Nikolaus into the UK for an occult ritual--and he wound up snorting some of it like cocaine. Then there's the Lobo Paramilitary Christmas Special where Santa is the merciless North Pole strong man slave-owner. Not all DC appearances are so irreverant. He does get to team-up with Superman on more than one occasion.
Monday, December 21, 2015
STAR WARRIORS!
In a distant part of the galaxy, on the worlds orbiting a giant blue star, a war wages between good and evil....
So begins a fairly derivative space opera saga and mini-setting for any game. Here are two of the primary factions:
The good guys:
The Lords of Light are the surviving members of the oldest intelligent species in the universe. They created the star system of the Star Warriors in the distant past. Most have become one with the Enigma Source, but are still able to advise the forces of good.
And the baddies:
The Demons were unleashed by the greatest failure of the race that would become the Lords of Light. These insectoid shapeshifters have harnessed the power of the Abyss--the entropic Anti-Source and use it to empower acolytes of their own. Their dark cult is behind much political unrest.
More to come.
So begins a fairly derivative space opera saga and mini-setting for any game. Here are two of the primary factions:
The good guys:
The Lords of Light are the surviving members of the oldest intelligent species in the universe. They created the star system of the Star Warriors in the distant past. Most have become one with the Enigma Source, but are still able to advise the forces of good.
And the baddies:
The Demons were unleashed by the greatest failure of the race that would become the Lords of Light. These insectoid shapeshifters have harnessed the power of the Abyss--the entropic Anti-Source and use it to empower acolytes of their own. Their dark cult is behind much political unrest.
More to come.
Sunday, December 20, 2015
The Truth About Droids
That BB-8 in The Force Awakens is pretty cute, isn't it? Too bad it and every other droid in the Star Wars galaxy is held in slavery in a culture so biosupremacist they do even recognize it as such!
This first occurred to me while watching the Clone Wars animated series. There was an episode where the bird-headed (and brained) battle droids not only make poor tactical decisions, but did so due to over-confidence.
The humanoid species of the galaxy programmed these droids? I think not.
Follow me here: I can buy that people might program artificial intelligences that make bad decisions--maybe that's just an unavoidable sequelae of having that level of AI. But AI that are arrogant, boneheaded, dishonest, or overconfident? That seems unlikely. Yes, AIs like this do show up in science fiction, but they're typically unique entities, not armies of fretting domestics and slow-on-the-uptake battle-bots. I mean, if that was just the inevitable downside to sapient droids, then I think people would just choose to do without them. Seems like they're more trouble than they're worth a lot of the time.
So how does one explain the evidence before us in the canon--the fact that pain-in-the-ass droids are found all over the galaxy?
My theory is that the humanoid races don't actual make droids. Those droid-foundries on Genosis are apocryphal. I think droids are machine-life enslaved by the biologic sapients of the galaxy.
Probably your Walrus Man, Snaggletooth, or what have you, aren't out on slaving runs (though Jabba's treatment of Oola the Dancing Girl, and Watto's ownership of the Skywalkers might suggest otherwise). I think maybe certain fringe biologic races or perhaps other droids, sell the droids to galactic society. These droids aren't manufactured in the sense of being designed by teams of engineers and rolled out of factories, but instead droids are self-replicating. They "reproduce" in some way (not likely sexual--despite what your thinking), and the resultant neonate intelligences go through some sort of growth/maturation process. This allows for their (many) personality quirks.
I don't think droids evolved naturally. Probably they were initially created by a long-vanished precursor race, or by the transcendent AIs that succeeded a precursor race. Since that time droids have been undergoing evolution, changing in ways that have made them as complicated and flawed as any biologic sophonts.
So that gets us to the very real fact of their slavery. Apparently galactic society is just hugely bio-chauvinist. Collectively, it's just culturally incapable of viewing droids as anything but machines.
I know this is the "canon" answer, nor will it fit well with everyone's version of the "Star Wars Universe." But I find the science fictional nuance this adds to the universe compelling and gameable.
Thursday, December 17, 2015
What's Cool About Star Wars
With a new Star Wars film here by hands other than George Lucas, I felt it was worth revisiting an old post, and again considering (beyond childhood nostalgia): What's good about Star Wars? And what's good that might be applicable to gaming?
To me, the core "good thing" is that Star Wars melds together two predominant forms of sci-fi adventure media (I specify this as it has very little to do with science fiction as a literary genre--even the science fiction sub-genre space opera only shares a few similarities with Star Wars until after Star Wars enters the public zeitgeist).
The two types are:
But this still isn't all of Star Wars. Lucas lacquered it with Japanese exoticism by cribbing design, plot elements, and character from Kurosawa. Shooting in Tunisia, and having an expert in African languages provide him with Greedo's lingo and Jabba's Huttese further lathered on the exoticism. So another element of Star Wars is a sort of Orientalism (more or less). This exoticness is probably the element of Star Wars that I most think about playing up when I've though "How could Star Wars be better?" This would lead to a Star Wars more like Dune, or most likely, more like a Heavy Metal story (or the Star Wars (and Dune) inspired Metabarons).
The last piece, is latter 20th Century Americana. The original trilogy can't escape its 70s vibe, in some ways. Some of that is accidental no doubt--an artifact of when it was made. Other parts--primarily cut scenes of Luke and his teen friends--transplant American Graffiti car-culture to Tattooine. Episode II even gives us a 50s style diner! These elements are wholly Star Wars and not found in really any of its progenitors or imitators that I'm aware of (One Han Solo novel in the late seventies gives us an explicit disco, as well).
So how might this be used in gaming? Well, I know that if I was looking to create my own Star War-ish space opera/science fantasy campaign, I'd look to these elements to make sure I got it right. Also, I think these can kind of be used like dials--one could turn down the elements one didn't like in Star Wars, while cranking others to eleven. If you want more Dune, play up the "exoticness," and chunk the Americana; more Sky Captain, means more swooping spaceships and fewer swords or Samurai movie borrowings. If one wanted Star Wars that didn't feel like Star Wars, eliminating two, or perhaps even just one, of the elements above would probably do it.
The two types are:
- Euro-style daring-do: This is sword-fights, castles, and princess-kidnapping villains. Like John Carter or Flash Gordon. The action and plots resemble The Prisoner of Zenda, and the latter-day stories can be seen as sort of allegories for young America interacting with the Old (decadent) World (Burroughs' The Mad King, comes to mind)..
- "the flyboy" or square-jawed aviator tale: This is rockets and jetpacks, leather helmets and robots. This is like Buck Rogers, and Burroughs' Beyond the Farthest Star, and any number of serials--and both aviation and science fiction pulps at times. A purer modern example would be Sky Captain.
But this still isn't all of Star Wars. Lucas lacquered it with Japanese exoticism by cribbing design, plot elements, and character from Kurosawa. Shooting in Tunisia, and having an expert in African languages provide him with Greedo's lingo and Jabba's Huttese further lathered on the exoticism. So another element of Star Wars is a sort of Orientalism (more or less). This exoticness is probably the element of Star Wars that I most think about playing up when I've though "How could Star Wars be better?" This would lead to a Star Wars more like Dune, or most likely, more like a Heavy Metal story (or the Star Wars (and Dune) inspired Metabarons).
The last piece, is latter 20th Century Americana. The original trilogy can't escape its 70s vibe, in some ways. Some of that is accidental no doubt--an artifact of when it was made. Other parts--primarily cut scenes of Luke and his teen friends--transplant American Graffiti car-culture to Tattooine. Episode II even gives us a 50s style diner! These elements are wholly Star Wars and not found in really any of its progenitors or imitators that I'm aware of (One Han Solo novel in the late seventies gives us an explicit disco, as well).
So how might this be used in gaming? Well, I know that if I was looking to create my own Star War-ish space opera/science fantasy campaign, I'd look to these elements to make sure I got it right. Also, I think these can kind of be used like dials--one could turn down the elements one didn't like in Star Wars, while cranking others to eleven. If you want more Dune, play up the "exoticness," and chunk the Americana; more Sky Captain, means more swooping spaceships and fewer swords or Samurai movie borrowings. If one wanted Star Wars that didn't feel like Star Wars, eliminating two, or perhaps even just one, of the elements above would probably do it.
Wednesday, December 16, 2015
Wednesday Comics: Star Wars
Marvel's got a new officially Disney sanction comic going now, but its got the weight of not only corporate eyes on it but the institutional weight of the franchise itself.
This was not always the case. There was a time where Star Wars was a single film (not yet subtitled A New Hope), and in that time the Stars Wars universe was the Wild West--pretty much literally, in a Magnificent Seven riff beginning in #8. This was an era that gave us Jaxxon the rabbit man and the Wheel space casino.
Marvel has republished the first 44 issues of the 1977 series in an omnibus edition. It's a little pricey, though I'm sure well worth it.
Back when Dark Horse had the Star Wars license, they collected and republished the Marvel material (more issues than Marvel has) in collections that are out of print, but affordable. They start with Volume 1: Doomworld and go through Volume 7: Far, Far Away. The repackaging of these with new trade dress in 2010 are available in Kindle/Comixology, too.
This was not always the case. There was a time where Star Wars was a single film (not yet subtitled A New Hope), and in that time the Stars Wars universe was the Wild West--pretty much literally, in a Magnificent Seven riff beginning in #8. This was an era that gave us Jaxxon the rabbit man and the Wheel space casino.
Marvel has republished the first 44 issues of the 1977 series in an omnibus edition. It's a little pricey, though I'm sure well worth it.
Back when Dark Horse had the Star Wars license, they collected and republished the Marvel material (more issues than Marvel has) in collections that are out of print, but affordable. They start with Volume 1: Doomworld and go through Volume 7: Far, Far Away. The repackaging of these with new trade dress in 2010 are available in Kindle/Comixology, too.
Monday, December 14, 2015
A Visit to Swells Head
Our 5e Land of Azurth game continued last night, with the party arriving in the wealthy village of Swells Head. where they were to begin searching for Gwendolin, the missing daughter of the wealthy Goode family, who is presumed to have been kidnapped by pirates.
Waylon the frogling comes undercover as a waiter at the exclusive fraternal club for young men, The Young Worthies, and finds that Gwendolin didn't have a romantic interest among their membership. Dagmar the Cleric and Kairon the Sorcerer pose as traveling factors for a wealthy merchant and pump some working class guys for information at a lower class tavern called the Flail Whale. Erkose orders a steak at the Silver Spoon Public House and grumbles about the price.
A visit to Miss Primm's School for Proper Young Ladies, reveals that Gwendolin has a love of adventurous travelogues--specifically the narrative of Lady Jonne Mandeville, whose work she was reading the night she disappeared. The book was left open to a section on the Candy Isle. Gwendolin's roommate Hannah spills the beans that Gwendolin was not kidnapped, but apparently ran away to join up with pirates aboard the Vixen, the ship of the infamous Black Iris, Pirate Queen.
The party keeps this last bit of information to themselves. They decide they'll have to make a trip to the Motley Isles, the pirate haven, to find Gwendolin. Traveling back to the port city of Ianthine, On the docks, they look for leads on a ship to hire to go to the Isles. The barkeep at the Dogfish points in the direction of a captain crazy enough to take them right into that nest of vipers:
Cog (who claims to be the former Commodore Cogburn Steamalong) is shabby, down on his luck, and in need of high quality coal for his boiler. He takes the job. The next morning, the party boards his automata-oared pinnace, and set out for Polychrome, capital of the Motley Isles.
Waylon the frogling comes undercover as a waiter at the exclusive fraternal club for young men, The Young Worthies, and finds that Gwendolin didn't have a romantic interest among their membership. Dagmar the Cleric and Kairon the Sorcerer pose as traveling factors for a wealthy merchant and pump some working class guys for information at a lower class tavern called the Flail Whale. Erkose orders a steak at the Silver Spoon Public House and grumbles about the price.
The roommate, Hannah |
The party keeps this last bit of information to themselves. They decide they'll have to make a trip to the Motley Isles, the pirate haven, to find Gwendolin. Traveling back to the port city of Ianthine, On the docks, they look for leads on a ship to hire to go to the Isles. The barkeep at the Dogfish points in the direction of a captain crazy enough to take them right into that nest of vipers:
Art by Cory Loftis |
Sunday, December 13, 2015
Adventure Seeds from the Silver Screen
Here are a few adventure seeds, side quests, what have you, riffed off of films which might not neccessarily scream "adventure fodder."
Mild SPOILERS follow, if you haven't seen the films.
"What happened to her eyes?"
Quarantined by fearful authorities in a sprawling but isolated keep, the players combat an outbreak of a strange contagion which turns its victims into raving undead.
"Men like tempered steel. Tough breed. Men who learn to endure."
"There ain't nothing sacred about a hole in the ground or the man that's in it. Or you. Or me."
The PCs are hired by a nobleman to rescue his wife who has supposedly been kidnapped by a half-orc bandit chieftain, and taken to his wilderness stronghold. As the mission unfolds, the PCs find that everything may not be as simple as they've been told.
"Ghost or not, I'll split you in two."
In a rural fiefdom, people live in fear of a monster which strikes without warning, killing people and livestock. The PCs are hired to find the mysterious beast. The hunt isn't easy as it appears, as powerful conspiracies fester, and the monster attacks may only be part of a larger, sinister plan.
"There ain't nothing sacred about a hole in the ground or the man that's in it. Or you. Or me."
The PCs hear that a nobleman is offering a hefty reward for anyone who brings him the head of the scoundrel who got his daughter with child. A little investigation reveals the scoundrel is already dead and buried, which ought to make acquiring his head easy...Except that the grave's in hostile territory and other bounty-hunters are on the trail.
"ribbit."
A PC excitedly brings an old box he found in the corner of a dungeon to the rest of the party. It contains an ordinary appearing frog. The PC relates that the frog told him that it's actually a Slaad potentate imprisoned on this plane, and cursed to this form. If the PCs aid its return to its home plane, it promises them vast riches as reward. This is what the frog's discoverer assures the others. The frog or Slaad, however, never speaks to anyone but the character who found it...
Friday, December 11, 2015
A Sneak Preview
Here's something that's in the works, based on my current 5e campaign. A little ways off (after Strange Stars certainly), but this cover featuring art by Jeff Call is too good not to share:
Thursday, December 10, 2015
Boggles Are Horrible
Art by Joel Priddy |
Boggles are the standins for standard bugbears in Cloud Castle of Azurth, so they are statted like bugbears, though they have no chieftains to speak of.
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