Monday, March 28, 2011

My Favorite Setting Book

In my early high school years, in the peak of my AD&D heyday, my favorite setting book wasn’t even a role-playing game supplement--or actually a book, I guess.  It was The Official Handbook of the Conan Universe. Marvel published this thirty-six page gem in 1986 as a reference to its various Conan comics. At the time, I thought it was just about perfect, and reconsidering it today in the light of the recent discussion of how to present setting material, I still think it’s pretty good.

Mostly it covered the various countries of the Hyborian Age, but it also had articles on Conan and other prominent characters, the gods and religion, magic, and (a bit unexpectedly) arms and armor. Of course, being a comic reference, it was well illustrated by John Buscema, and Michael Kaluta among others. The articles were short, amd to the point--most were half a page, and only a couple were two page spreads. Also, each featured a related quote from Howard’s work to give “the feel.” Here’s a typical example:


And another:


Since I wasn’t going to play in the actual Hyborian Age, but instead cribe for it for my own Howard/Leiber/Burroughs inspired setting, I found these to be nice bits of inspiration. I also found this presentation style really worked for my own setting write-ups (I had tried. but never quite been able to fit, the World of Greyhawk model--I couldn't come up with those imports and exports, and population percentages). Looking back at it now, I still think it would be useful for running a Conan campaign, at least if one was already pretty familiar with Howard’s stories.

Sunday, March 27, 2011

Beyond the Wall

In 5880, prior to visiting Staark, writer and Great War veteran, Geoffersen Turck, stopped in the Lluddish Isles. What follows is adapted from Turck’s journals...


Around midnight, a soldier shakes me awake and points out over the parapet. The sluagh are massing; there are at least a hundred, maybe more. They moan wordlessly and stagger like drunks, but they move with purpose toward this old, stone wall we stand on. It’s seventy miles long, twenty feet tall, and about fifteen feet thick, and its the only thing holding back the hordes of reanimated dead ridden by alien creatures out destroy the world.

Some of the Queen’s Albanish soldiers have captured one of the slaugh so I can see what they’re up against. It’s a man--or was. They restrain it, and tell me to watch. When it's decapitated, and the body's stopped writhing, something even stranger happens. The thing’s jaw moves like its pushed open from the inside.  First there's a shimmering like heat haze, then it resolves into a fat, crawling thing that might be a toad, if toads were translucent to the point of near invisibility, and their bodies and organs were trace with red neon.

The army wizard, wearing gauntlets of cold iron, scoops it up awkwardly like he's wrestling with angry jam, and stuffs it, squirming, into a thick-walled glass jar inscribed with runes. He fusses over the jar, whispering harsh syllables that seem to vibrate in the night air like a taut metal line, plucked. The thing's the size of a bowling ball, but just like it fit inside the dead man’s skull, it fits in the jar, and stares at us with vacant malevolence.

The wizard says it's a soldier, too, one of thousands, part of an advanced force from a plane of unformed chaos. They’re irritable things, affronted by the constraints of physical laws, and appalled by the solidity of physical matter.  They've been here for a while, waging a guerilla war against reality, inciting witches and would-be diabolists, exchanging inhuman knowledge for transgression.  The thinning of the walls between worlds caused by the Great War allowed them to bring over a larger force. “They all volunteered for a suicide mission,” the wizard says. “They had to take form to come here, now they can never go home.  They're only chance is to break down the whole material plane and return everything to primal formlessness.”

I think they sound pretty unified for a bunch devoted to pure chaos, and say so.  The wizard just scowls, and tells me it's getting late.  I decide he's right, and so I go to bed, secure in the knowledge that the material world will be here in the morning.


BUFONOIDS FROM BEYOND (low caste)
HD 3 AC 6 Attacks: 1 (bite 1d4 plus save or be paralyzed for 1d4 rounds); Save: M4 Special: Meld: may enter and animate dead bodies, which will function as zombies. May also enter the bodies of living humans. Humans so invaded must save or be dominated. They seldom stay in living humans long.). The bufonoid has knowledge of spells equivalent to a 4th level magic-user, but likely has access to specific spells not generally available.

Saturday, March 26, 2011

Sucker Punch Reviewed


I saw Sucker Punch last night with a group of friends. I had read a number of reviews before hand which were mostly negative--though some of the them were so hyperbolic and shrill it actually made me intrigued as to what had gotten their dander so up.

My advice: be not too dissuaded by the reviews--if it looks interesting to you go see it. I thought it was good, as did most of my friends. Even the ones who were cooler towards it found it compelling in many aspects and though it offered a lot to think about.  It's far from perfect, and Snyder's reach likely exceeded his grasp, but its also far from vapid.

The good: there are great visuals--things you really haven’t seen done before to this degree (particularly in the robot fight scene), there's good music, and sumptuous production design. There's a straight forward but serviceable plot that doesn't flinch from the likely unpleasant outcomes of certain realities, but doesn't wallow in them either.  The ultimate meaning of events is ambiguous, and the relationship of reality to dream in the film, offers things to think about and discuss, you like to think about and discuss film. Despite what some people would have you believe this is indeed a film where things are going on--and it isn’t necessarily killing dragons and shooting down zeppelins (though there is that).

You should see it if: you don’t mind a large wallop of artifice in your film (so you can groove with something like Moulin Rouge, 300, or Speed Racer--In fact, it might be helpful to think of it as a musical where the songs have replaced by fantasy action sequences), and if you like visual style-heavy, thematic, but not big on character exploration, media like many Heavy Metal-style euro-comic stories, films like El Topo, or some anime.

You probably shouldn’t see it if: somewhat “downer” material really bothers you (things like snakepit mental institutions, lobotomies, or women forced to work in brothels), if anything that seems similar to a video game incenses you, or purposeful anachronisms bug you, or club-ish covers of rock tunes are anathema, or if the things described in paragraph above this one sounded awful.

Friday, March 25, 2011

Reader's Choice: Images of the City

From time to time, blogging compatriots and readers thoughtfully send me images they think might have a place in the City and its Strange New World.  Today, I thought I'd present some of those, and to continue with the community theme, ask readers to comment on which caption they prefer for each image--and write-ins are welcome, too, should you be so moved.  You choose how it fits in:

 Supplied by John Stater
A. Thexter Gorch, adventurer and master of pogonomancy.  Also, jug-player for the Smaragdine Mountain Boys.

B.  Everyone was surprised when Ethyn chose the lich's beard as his share of the loot.  We were even more surprised when we saw it fixed to his face--and growing--a few weeks later.  No one was surprised when his personality began to change...

Suggested by Adam Nowak
A. When the killings started, they'd always say, "She's only a little girl," and "The beast is stuffed."  They never suspected her...and that's what made Little Emmie such a deadly assassin.

B. I must warn you: if you should ever chance to look at this photo and the alligator is not in it, you must act swiftly and decisively, but above all, you mustn't panic.  The alligator, you see, will be behind you...and it will be hungry.

Suggested by Sean at Sea of Stars RPG Design
A. After his misadventure in the Outer Planes, they were forced into a strange relationship.  They were lovers by night when he was whole, but in daylight she guarded his skeleton against etheric parasites and  unscrupulous collectors.

B. Even by the standards of ghouls, Eulalie was perverse.  She only consumed men whom she had first seduced into a torrid, but brief, affair.

Suggested by timid traveller
A. The fae blood manifests itself in the afflicted children of Grand Lludd in a variety of ways.

B.  He was raised as a normal boy in every way possible, save for his isolation.  The cultists wished him to be unaware of his origins until all was in readiness, and the stars were right.

Thursday, March 24, 2011

Planes: Positives and Negatives

I had intended the venture into the astral when next I picked up the topic of the classic D&D planes, but there was a vexing issue I left undealt with in the “inner” planes.

First, though, a correction: I had said that the etheric body dissipates shortly after death. Further research reveals this is only true when the etheric body is separated from the physical body at the time of death. If both bodies are in close proximity, then it seems clear that the etheric body lasts much longer—it slowly sublimates as the physical body decays.

It’s this slow decay of the etheric body that makes possible the creation of corporeal undead. Recall that the etheric body is imbued with vital energy—well, morbid quickening (i.e. “undeading”) occurs when the life energy of the etheric body is replaced by the energies of unlife. And where do these opposed energies come from? The two energy planes.

Positive Energy Plane
The etheric echo of the moment of creation (what some wags call the "cosmic orgasm"), the positive energy plane is an explosion of raw energy that pushes the elemental forces to codense and combine into mundane matter, and vitalizes all living things. It’s said to be found at the center of the universe, though it may be that travelling to it requires travel backwards in time more than space. A character exposed unprotected to the energies of the plane will gain 1d6x10 hit points a round, their every cell exploding with life energy. When a character’s hit points reach double their original total, he explodes--the matter of his being propagating out in space and time to perhaps give rise to whole biospheres. A character saved from such a fate will lose the increased hit points at a rate of 2d10 a round, but has a 30% of being changed in some way indicative of evolution to a higher state (an ability score increase, developing psionics, a innate magical ability etc.).

Negative Energy Plane
The etheric shadow of the absolute end of all things, the negative energy plane is cold and dark, and the only motion is the inexorable fall into the final abyss. Negative energy manifests as entropy in the physical plane, but in the etheric realm it’s the energy of anti-life, propagating backwards in time, foreshadowing the death of the universe. Some philsophers believe the energy planes occupy the same space, but at opposite ends of time. Unprotected exposure to the negative plane results in the loss of 2d6 hit points and 1 level or hit die a minute, until the being shrivels and dies, becoming a mindless undead, unable to move in a place where time has lost meaning, doomed to circle downward for a subjective eternity into oblivion. A character saved before the end will not recover lost levels without the aid of magic, and may forever be haunted by what they have experienced—though there is a 30% chance that undead will now ignore him or her unless the character attacks them first.

Wednesday, March 23, 2011

Warlord Wednesday: Dragon of Ice

Let's re-enter the lost world with another installment of my issue by issue examination of DC Comic's Warlord, the earlier installments of which can be found here...

"Dragon of Ice"
Warlord (vol. 1) #48 (August 1981)

Written and Illustrated by Mike Grell; inked by Bob Smith

Synopsis: In Shamballah, Aton reports to Queen Tara. He gives her a progress report on the search for Jennifer Morgan, and tells her that Travis Morgan has again entered the shadow land of the Terminator. Tara laments that Morgan’s destiny seems locked in that land. Until he has burned away the bitter memories of what happened there, he’s doomed to wander--and as his bride, she’s doomed too.

After their audience, Aton is surprised when Tara comes riding up to him with a fresh horse in tow. She tells him they ride to find her husband, to see if if they can end his torment, and win him back from the violence he loves so well. They ride out for the Terminator.

Meanwhile, in that twilight land, Morgan and Shakira are making their way along the mist-shrouded coast, following what Morgan believes to be his daughter’s most likely path. When they spy a village ahead, Morgan thinks they should look there. Shakira belives otherwise, expressing her usual disdain for the habitations of man. To prove her argument she points toward what transpires on the outskirts of town: a beauteous girl, posed like a model, is apparently about to be sacrificed:


Morgan, per usual, gets fired up to save the girl from the “bloody savages.” Shakira tells him not to interfere, these things have gone on forever, after all—and they're too far away for him to make a shot, anyway.

Morgan isn’t sure about that. He braces himself, and aims carefully, taking his time. When he fires, he takes the high priest right through the chest. Very pleased with himself, Morgan jumps astride his horse and rushes into battle, ignoring Shakira’s pleas for him to wait.

Morgan fights his way through the crowd to the stone sacrificial table. He cuts the girl free, all the while speechifying heroically, while Shakira looks on and provides commentary:


Felled by the girl he meant to rescue, Morgan can only listen, stunned, as she accuses him of blasphemy, and berates him for interrupting their ritual and putting their people at risk from the Ice Dragon. She commands the mob of cultists to take him. Soon, Morgan finds himself being tied on the stone table, being prepared to take the girl’s place as a sacrifice.

The girl raises the blade above his chest. No one notices the black cat that’s slinked up to Morgan’s gear. Everyone is caught by surprise when the cat transforms into a woman, who snatches up Morgan’s pistol, and leaps across the table to shoot the girl. With a cry of “eat lead!” Shakira puts bullets in several more cultists.

When they’ve been cowed, she twirls the gun on her finger, and tells an incredulous Morgan that using the gun isn’t nearly so hard as he makes out. She cuts Morgan free just as one of the cultists cries out that the Ice Dragon comes!

The cultists run away, and our heroes prepare to do the same—but Morgan wonders if it’s a real dragon. As they see a looming shape emerging from the mists, Morgan thinks Shakira’s right and they ought to make their retreat. Then, he sees something familiar about the emerging dragon.


A viking ship, frozen in a winter storm with all hands aboard, then dragged by currents into Skartaris, and past this point again and again on an endless circuit. In frustration at the senseless death, Morgan throws the stone table into the ocean. They watch the ship go, and Shakira reminds him that it won’t change things.

Elsewhere, Jennifer Morgan's guide (who she now know’s as Faaldren) has brought her to the house of his master. Jennifer (who’s learned some Skartarian now) is eager to meet him. Faaldren promises she'll so soon enough, but first he suggests she take advantage of the luxuries of the house. He sets his mysterious box down and goes to prepare their meal.

Jennifer undresses and settles into the bath, unaware that she's not alone. The box opens, and something inside is watching her. Perhaps sensing something, Jennifer turns to look behind her…

Things to Notice:
  • For the second time, Shakira saves Morgan's life through the use of a gun of some sort.
  • Morgan never seems to learn not to rush in.
Where It Comes From:
This issue repeats the cargo cult element previously seen in issue #3.  It also has Morgan completely misjudging a situation like we saw last issue, and more significantly in issue #23.

Tuesday, March 22, 2011

Tales of Earthsea

This weekend, I finally got a chance to see Studio Ghibli’s Tales of Earthsea on blu-ray. As the name implies, it's loosely based on characters and concepts from Ursula Le Guin’s Earthsea series. The plot, however, is not one found in any of her stories, rather it seems inspired by various incidents in the books.

My short review: it’s disappointing--though to say so feels a little unfair, even though its true. The animation is topnotch, though there isn’t really a moment where it soars (though maybe this is due to watching a film animated in 2006 in 2011--maybe standards have advanced). Princess Mononoke and Spirited Away had visual moments I hadn’t seen before, but I didn’t feel like that was true here. The story, likewise, was a serviceable fantasy tale, but felt generic and not particularly Earthsea-ish.

Indeed, Ursula Le Guin had some problems with it. Some of that’s to be expected--seeing your work taken apart and reconfigured in a form not of your making must be difficult. Then there’s the issue of the skin color of the characters which greatly bothered her in SyFy’s Earthsea mini, and bothers her a bit here.

I will say they tried more than SyFy did. The people of Earthsea still appear Caucasian (mostly) but largely in a sort of Mediterranean context (skintone and material culture), which I guess is better than making them all Nordic types. Also, there's the fact that most anime characters tend to look Caucasian to American/European eyes, even though the Japanese presumably don't see them that way.  Still, once the action moves away from the coast, touches like eyes painted on the bows of ships fade way, and we’re left with generic Fantasyland.

There are things to like, though. The characters are well-realized in the script (though the action of the script has a couple of problems), and the voice-acting is good. It shows the trait of Miyazaki’s best films in focusing (at least for a time) on the life of common folk, and it portrays quiet moments as effectively as it does action. There isn’t really anything that stands out that’s particularly “bad” about it.

It’s just that when I think of the studio that made Spirited Away and Nausicaa of the Winds, doing an adaptation of a series I remember fondly from my childhood, I guess I was hoping for something more.