Wednesday, June 23, 2021
Wednesday Comics: DC, September 1980 (wk 2, pt 1)
Monday, June 21, 2021
Westwind Garden
If you do Roll20, you should check out Westwind Garden, a whimsical 5e one shot for all ages written by two of my friends and gamers in my group, Gina and Jim Shelley. It's kind of anthropomorphic animal adventure (in the vein, say, of something like Redwall), but provides a rationale for why this is occurring in a human-centric campaign. It's got great art with a70-80s Disney or Don Bluth sort of vibe. Our regular group really enjoyed the playtest.
It's Roll20 features include:
- 22 Colorful Maps - Temples, Greenhouses, Observatories, and Gardens, all in bright and inviting colors
- Helpful Macros - Initiative Macros and Location Macros to help speed up gameplay
- Side Quests - A huge cast of characters with different goals allows your players to explore the setting in different ways
- A Magical Scavenger Hunt - The party must collect several objects to break the curse, but there are multiple ways to find what they need.
- Dynamic Lighting - All maps come with prebuilt dynamic lighting
- Custom Tokens - 23 custom tokens sure to bring a smile to all your players
- Printable DM Guide - All handout materials have been collected into an easy-to-read Downloadable PDF DM Guide so you can easily review game details on your favorite electronic device, or print it out and read wherever you like.
- Printable Player Character Sheets - All eight Player Characters sheets are included in the DM Guide to help them pick the character they like best, and provide easy reference during the game.
Sunday, June 20, 2021
Operation Unfathomable Covers
Jason Sholtis tells me that the work on the remaining Operational Unfathomable Kickstarter items is drawing to close, which is good news to a lot of people. Jason requested I send him all of the cover designs I had brainstormed for the various products. I had not looked at any of these in 4 or 5 years, but once I dug them up and thought they were worth sharing, though none of them may get used on the actually products.
This was my first design for the Completely Unfathomable omnibus. I mainly just wanted to give it an omnibus sort of feel.
This is for the same book, but thinking a bit more out of the box. It's meant to look like an old bubblegum card wax pack wrapper.
This is the is the second design I did for Odious Uplands. It's meant the reference the sort of WPA national park posters.
This was my proposal for the DCC version of Completely Unfathomable. It references the Skywald Publishing horror magazine style (even with a riff on it's "horror mood" tagline). It's my least favorite of these.
Friday, June 18, 2021
Dark Sun: The Templars
We're told in the original Dark Sun campaign setting that the Templars are "clergymen devoted to the sorcerer king of their city. Like other priests, they are granted spells in return for their worship." Also, they "dominate the king's bureaucracy." The revised box set expands on this slightly saying they serve as city guards and in the army, they oversee the city's administration, and they "maintain the illusion that the sorcerer king is a god by using their absolute power to enforce worship and homage to their ruler."
The problem with these portrayals is it seems at odds with what we are told about individual city-states and their sorcerer-kings. Some sorcerer-kings are viewed as gods, it's true, but some (we are explicitly told) just style themselves as rulers or whatever. Also, despite their name implying the existence of temples, we are not, across all the city-states, given any indication of temples' existence or what the practices within them might be. The first Dark Sun novel, Denning's The Verdant Passage supports the view of the setting material, with Kalak of Tyr viewed as a king and little evidence he is worshipped by anyone (though there is a mention of the templar's leading his "veneration.").
Without providing a unified "origin" for the templars and their role, I feel like not only should their exact nature vary from city-state to city-state, but also their name. I suppose for ease of discussing them as a class, templar serves as well as anything, though. For most city-states I like the approach of the setting material and the novel: sorcerer-kings are venerated but not worshipped. (The distinction, may admittedly, be a fine one, but it exists.) The sorcerer-king forms the core of the city-state's civic religion: it's holidays, festivals, and foundational myths. There are no gods on Athas, but there is an afterlife, so perhaps fidelity to the sorcerer-king is tied in dogma to reward in the hereafter. The templars officiate at public observances (except when the sorcerer-king is present) and punish those who don't appear sufficiently devoted. As bureaucrats they also have a role in legal preceding that interact with the civic religion.
Many of the city-states are probably a bit more fascistic than ancient world cities in the popular imagination. I feel like scarcity of resources would tend to push them the direction of Immortan Joe's Citadel in Mad Max: Fury Road. I could see some smaller ones having a cult (used in the modern sense) kind of character.
Thursday, June 17, 2021
Streets of Fire and the 50s-but-80s Setting
On other social media, Paul "GRIDSHOCK 20XX" Vermeren mentioned he had watched Streets of Fire for the first time after hearing that it was influential to Mike Pondsmith. I've seen people call it "proto-cyberpunk" which means, I guess, that they see it as punk without any cyber. While I can see how aspects of it would influence the aesthetics of cyberpunk, I think it's difficult to say it's "proto" anything. It's really more like an evolutionary dead-in; a path that wasn't taken.
I do think, though, that taken on something closer to it's own terms, it would suggest a pretty interesting rpg setting, not by adding cyber or other fantastic elements, but rather doing action or adventure stuff in a world that never was. For lack of a better descriptor, a world where the 80s was more like the 50s. Or maybe the 50s was more like the 80s would work, but I think the former is better.
The styles of cars and clothes resemble the 60s, but the urban sprawl is more like the urban decay of the 70s into the early 80s--where it isn't exaggerated for fanciful effect. There was a long war, which was aesthetically perhaps more like Korea, but the public perception of its pointlessness and the difficulties its soldiers had upon return resemble more the popular conception of Vietnam. The gangs that are sometimes the bogeymen of 80s films just look more like the gangs in The Wild One than the gangs in Fort Apache the Bronx. I feel like the media presence Chaykin pushes in American Flagg! (which is, of course, set in the future but like most sci-fi speaks to the fears/concerns of its era, the 80s) or The Dark Knight Returns, could be interesting translated to 50s television without loosing much.
So what would the characters do other than what we see the characters do in the film? Well, just pick any present-day set 80s action movie and give it a bit of a 50s veneer.
Wednesday, June 16, 2021
Wednesday Comics: DC, September 1980 (wk 1, pt 2)
Wonder Woman #271: I'll be brief with this Conway/Delbo reset. Diana saves Steve Trevor's life, again (not the one from her Earth than had died, but another one). Then, she wins the right to be Wonder Woman again in a competition. Then, she leaves with Steve Trevor again for Man's World. Years of continuity dumped with no fuss, no bother. There's a backup story starring the Huntress by Levitz and Staton which isn't bad.
Monday, June 14, 2021
Weird Revisited: Zone Commandos!
THE SETUP: In 1985, a deep space probe returns to Earth after being thought lost in a spacetime anomaly. It returns to Earth, dropping otherworldly debris in its wake. Across the globe, zones on anomalous phenomena and monstrous creatures are created!
Twenty years later, only special UN troops stand between humanity and the destruction of civilization as we know it!
It’s Roadside Picnic meets 50s monster and sci-fi movies/kaiju and 60-70s action figures like G.I. Adventure Team and Big Jim.
THE HEROES are mostly buzz cut military men like the MARS Patrol but with code names and personalities more like 80s G.I. Joe. Their ranks many be augmented by beings that appeared from an anomaly (Kirby-esque amazons, aliens) or people enhanced by barely understood and dangerous technology acquired from them (Atomic Man, THUNDER Agent sorts)
THE DANGERS are strange environments, monsters of all sorts of 50s and 60s sorts, from Zanti misfits to human mutates to giant mutant dinosaurs.
This is a refinement/re-imaging of my Rifts 1970 campaign idea, just a little more militarized and more informed by the early 60s.
Saturday, June 12, 2021
The Mutants of Dark Sun
On Athas, centuries of abusive magic have not only scarred the landscape—they've twisted the essence of human appearance, as well. Many humans in Dark Sun look normal... Others, however, have marked alterations to their appearance. Their facial features might be slightly bizarre; a large chin or nose, pointed ears, no facial hair, etc. Their coloration might be subtly different, such as coppery, golden brown, hues of grey, or patchy. The differences may be more physical, such as webbed toes or fingers, longer or snorter limbs, etc.
This might not count as minor |
Thursday, June 10, 2021
Dark Sun: Sorcerer-King Ascension
"I am a brother to dragons, and a companion to owls. My skin is black upon me, and my bones are burned with heat."
- Job 30:29-30
Wednesday, June 9, 2021
Wednesday Comics: DC, September 1980 (wk 1, part 1)
Flash #289: It turns out the original Al Desmond (as opposed to his "astral clone") is one of the good guys now after all, which really isn't much of a surprise despite Bates wanting to play it coy. He and the Flash team-up indirectly to defeat the evil Al Desmond. There are several wrong things said about elements in this story ("titanium is one of heaviest elements known") and fictional substances are presented as real ("cavorite") but hey, it's entertainment not education. In the epilogue, we see Barry Allen's attractive but unfriendly neighbor claiming he intends to kill her!
Justice League of America #182: Conway and Dillin pick up right after the end of last issue with Green Arrow walking the streets of Star City, doing a little light crimefighting as he ruminates on why he quit the JLA. He gets teleported back to the satellite to explain to to his former teammates why he left the team, because they didn't find the reasons he gave sufficient. He refuses to talk, and they refuse to send him back to Earth. While the most powerful superheroes on Earth are acting like adolescents, we learn that Felix Faust is reformed (following primal scream therapy in prison. Seriously!) and is working as a librarian in Star City. He still, weirdly, wears his supervillain outfit. In going about his duties, he gets possessed by the spirit of a legendary warlock, Nostromus, when he opens an ancient tome. Faust's spirit contacts the JLA for aid. Everyone but Arrow and Canary run off the Europe to stop the warlock from reviving his old, entombed body. The possessed Faust's elemental powers defeat them, and he's about to complete the ritual, when Green Arrow shows up and puts an arrow through the book, ending the whole thing. He's still leaving the League, though, and he and Black Canary split up because she wants to stay. I guess Ollie can't even date a League member? Anyway, Conway seems to like Green Arrow a lot--we get two stories in a row where he saves the day--but at the same time he seems to be trying to get him off the team.
Monday, June 7, 2021
Star Trek Endeavour: The Lost Ranger
Andrea as Lt. Ona Greer, Engineer
Gina as Cmdr. Isabella Hale, Helm Chief
Sunday, June 6, 2021
Dark Sun: City-States and Sorcer-Kings
art by Alcatena |
The main action of the first Dark Sun material is set in the Tyr Region, also called the Tablelands. This is an area a bit bigger than the land area of Britain or a bit smaller than the land area of Colorado, for comparison. There are seven city-states, each (at least in the beginning) ruled by a Sorcerer-King.
Thinking about revising Dark Sun with the elements I mentioned before in mind, but also with any eye to the setting's inspirations, I find the Tyr region a little bland. Each of the city-states has a real world culture as inspiration (sometimes maybe a mashup of two), which gives you a bit more of a hook than just generic D&D Sword & sorcery city-states, true, but I think we can do better--at least in terms of my stated goals.
Here I would look to Planetary Romance, as it's a genre full of city-states separated by desert: Mars/Barsoom and Llarn (from two Gardner Fox novels) come to mind, but there are lot of others, and we don't need to limit ourselves to inspiration from only desert planet planetary romance. What these stories typically portray are cities at once more homogenous and more flavorful than Dark Sun's as presented.
Most Planetary Romance takes place in a cultural region sometimes covering a whole planet. The cities in that region mostly have the same political arrangements, speak the same language, and have a consistent material culture. In order to make then distinct (and interesting places for adventure), they tend to have one unusual thing about them. It could be one of the things I mentioned above is slightly different or it could be the pursuit of some exotic pastime, a cultural eccentricity, an exotic terrain/natural resource or something physically about its people. (Flash Gordon and Mad Max: Fury Road represent the extreme end of this, perhaps, with polities that are essentially themed.) The more flavorful unique elements, of course, tend to be on the fantastic side rather than the mundane. My post on the Sword & Planet setting of Zarthoon illustrates this, though it leans a little in the Flash Gordon direction. Still, it gives you the idea.
This game in Storm is one of those unique elements |
Dark Sun at once makes the cities a bit distinct in terms of mundane details, but they are mostly lacking that hook--a fantastic element to spur adventure. The Dark Sun cities in most cases don't have a high concept thumbnail description, unless you reference what real world culture inspired them.
The description of the Sorcerer-Kings themselves is part of the problem. A bit more "wizard from Thundarr" vibe would certainly help, I think. There is a transhuman aspect to what the what the Sorcerer-Kings are after, so I feel like they should, at least in some cases, feel like they are moving away from human a bit. maybe?
So from this perspective, I plan to take a look at the city-states in upcoming posts.
Friday, June 4, 2021
DC, August 1980 (part 2)
Thursday, June 3, 2021
The Dials of Dark Sun
While I haven't heard its creators name specific works, it seems clear that the Dark Sun setting draws inspiration from Planetary Romance, Sword & Sorcery, and Post-Apocalyptic media. Paying attention to the features of these (sub)genres, one could "dial" up or down their presence in the game to tailor the setting to a specific experience, without needing to eliminate any one of components entirely.
- Lots of wilderness, most often desert
- Isolated, weird communities
- A mishmash of technology in use
- Lost technology
- Outsider, loner, (badass) heroes
- savagery vs. civilization
- violence
- grimness
Wednesday, June 2, 2021
Wednesday Comics
My continued dive month by month into DC Comics of the early 80s will be delayed owing to the holiday. If you're new to the feature though, you might want to step back and take a look at the offerings with a cover date of January 1980.
Sunday, May 30, 2021
Images Under A Dying Sun
Thinking about doing something with this old post condensing my ideas about Dark Sun. Here are some images that get me in the right frame of mind. No actual Dark Sun art here, though of course a lot of that is pretty inspirational.
Wednesday, May 26, 2021
Wednesday Comics: DC, August 1980 (part 1)
DC Comics Presents #24: This is my favorite issue of this title since I've been doing this review. The basic plot is, admittedly, a little silly, but it's solidly Bronze Age. A scientist somehow hooked his heart device up to the Earth, hoping it would stabilize his arrhythmia, but instead it works the other way and causes earthquakes. Deadman is sent by Rama Krishna to get involved with this because he's being all mopey. No one in this issue sees or hears, him but he does some humorous cheerleading from Superman who is uncharacteristically hard-ass and no nonsense here. Garcia-Lopez is always great on Superman or Deadman.
Flash #288: Flash is still dealing with the returned Dr. Alchemy, who isn't who he expects. It turns out he's some sort of astrological twin, with a weird sort of relationship with the Desmond Flash has known so that they influence each other. Yeah, I don't get it either. Anyway, the original Desmond goes into action on the last panel--but for good or evil?
Justice League of America #181: Conway and Dillin carry on the tradition of bowmen being pains in the ass in superhero teams. Green Arrow narrates this tale that starts with him complaining that the Justice League is out of touch with the "little guy" or something, then saving the day when Star Tsar returns. Notably Batman is absent, and it's sort of Batman-type "detective work" that allows Green Arrow to succeed.
Weird War Tales #90: This one is pretty good. The first story by Haney and Cruz has a German U-boat transporting a set of coffins to South America after the fall of Berlin. The only problem is his crew keeps dying, and Hitler, occupying one of the coffins, seems very much alive! A nice riff on the Demeter parts of Dracula with some Haney twists. The second story by Kashdan and Carrillo has the French colonial army facing an army of ants in the Congo.
Wonder Woman #270: So Conway and Delbo have Hippolyte praying to Aphrodite to make Diana forget Steve Trevor and the tragedy of his death, which the goddess does. There's a fight with another elemental monster, then some Bermuda Triangle stuff, and a new Steve Trevor crashes a jet in the ocean for Diana to save. Conway's whole goal here appears to have been a reset of the Wonder Woman status quo before Trevor's death, and he's taken the long way around to do it.