2 hours ago
Thursday, March 15, 2012
Down These Mean (Virtual) Streets
The inaugural session of my Google+ Weird Adventures game got off to a shaky start last night, plagued by several technical difficultes: we had sound issues, got kicked out of the hangouts, and had one would be player appear briefly and indistinctly like the monster reveal in a found footage horror film, before winking out never to return.
Still, I'm optimistic Lorefinder (the Pathfiner/GUMSHOE mashup) is going to work well for our purposes, and there was enthusiasm from the players despite the difficulties.
So far, the facts in the case are as follows:
A (self-styled) gentleman thief, a dapper wizard, and a bruiser of an urban ranger took a simple job for celebrity detective Heward Kane:
Kane was working for Viviane Vandemaur, a greiving widow, who was trying to take custody of the body of her dear departed husband, John. John Vandemaur's Old Money family had never like his wife from the wrong side of the Eldritch River and had had him interred in the family crypt on Barrow Island against her wishes. Viviane wanted her husband's remains moved a place of her choosing and had managed to get a judge to allow it. Of course, that was only if the deed could be done before the Vandemaur family got word and put pressure on the legal system to change its mind.
So why hire three adventure-types? Well, it seems there's been a bit of unrest out on Barrow Island. Some sort of ghoul incursion. The possibility of trouble.
Complicating matters even further, there's a debutante gone wild run off with a ghoul bad-boy. What are the chances this wayward young lady is on the island, too?
I'd say pretty good--and the chance that it will mean more trouble for our heroes is also pretty good.
And what about that gargoyle the party caught sight off? Was it shadowing them? And why?
Stay tuned.
Wednesday, March 14, 2012
Warlord Wednesday: Full Circle
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...
Warlord Annual #3 (1984)
Written by Cary Burkett; Penciled by Dan Jurgens; Inked by Mike DeCarlo.
Synopsis: When last we left our heroes, they had stopped a nuclear war and averted an apocalyptic future, only to get shunted outside of time. Hurtling out of control in the null-time limbo, two of their ships collide. Bouncing off each other, the two ships ricochet back into the timestream—at a point far from where they left it.
Morgan, Krystovar, Shakira, Reno, and the soldier Cole emerge relatively unscathed from their respective crashes only to be set upon by flying feathered reptiles. As our heroes do battle, they’re being watched by someone who looks familiar:
The Deimos lookalike sends his minions to get our heroes. They arrive on orange triceratops and call off the bird-things with whistles. The dinosaur riders tell our heroes: “Lord Daamon and the Red-Moon Gods invite you to the safety of the City of Challa-Bel-Nalla, jewel of Atlantis.”
Morgan and the gang go along. The Atlanteans use some sort levitation device given to them by the Red-Moon gods to bring the ships along, too. Reno figures these "gods" and their technology might be just what they need to free the rest of the ships from null-time.
When they reach the Atlantean city, Morgan sees the Deimos lookalike standing on a balcony and goes beserk. Sword-drawn, he leaps onto the balcony and is about to kill the man:
Shakira’s nose knows. The guy doesn’t smell like Deimos. It turns out he’s the aforementioned Lord Daamon, but he is descended from the Deimosian Dynasty. Morgan (somewhat hastily) assumes he must be an ancestor of Deimos.
Daamon sends our heroes off to refresh themselves. Hi wife Jezreen asks him why he didn’t kill Morgan for the affront. Daamon wants the ships (he intuits that they mean power) and he needs Morgan and the gang alive to understand them. Still, Morgan’s mistake intrigues him. He decides to consult the nether-spirits to find out what’s going on.
Later, in his ritual chamber, Daamon calls upon the nether-spirits. They tell him Morgan and his friends are from the far future—and that Morgan is an enemy of his and theis. They reveal how Morgan killed the last of the Deimosian line. They bid Daamon kill him.
At dinner, Reno tells Morgan they're stuck here. They dare not use the time ships again without repairs. Morgan thinks there may be something these “gods” they keep hearing about can do. Their conversation is interrupted when Jezreen arrives to give Daamon’s regrets and deliver his invitation to a hunt for the great dragon-lizard tomorrow. Morgan and Shakira accept.
At dawn, the three mount their hadrosaurish steeds. While Daamon has decided he’s unable to strike at Morgan directly, he’s planned on an “accident” befalling Morgan on the hunt.
Things to Notice:
Morgan, Krystovar, Shakira, Reno, and the soldier Cole emerge relatively unscathed from their respective crashes only to be set upon by flying feathered reptiles. As our heroes do battle, they’re being watched by someone who looks familiar:
The Deimos lookalike sends his minions to get our heroes. They arrive on orange triceratops and call off the bird-things with whistles. The dinosaur riders tell our heroes: “Lord Daamon and the Red-Moon Gods invite you to the safety of the City of Challa-Bel-Nalla, jewel of Atlantis.”
Morgan and the gang go along. The Atlanteans use some sort levitation device given to them by the Red-Moon gods to bring the ships along, too. Reno figures these "gods" and their technology might be just what they need to free the rest of the ships from null-time.
When they reach the Atlantean city, Morgan sees the Deimos lookalike standing on a balcony and goes beserk. Sword-drawn, he leaps onto the balcony and is about to kill the man:
Shakira’s nose knows. The guy doesn’t smell like Deimos. It turns out he’s the aforementioned Lord Daamon, but he is descended from the Deimosian Dynasty. Morgan (somewhat hastily) assumes he must be an ancestor of Deimos.
Daamon sends our heroes off to refresh themselves. Hi wife Jezreen asks him why he didn’t kill Morgan for the affront. Daamon wants the ships (he intuits that they mean power) and he needs Morgan and the gang alive to understand them. Still, Morgan’s mistake intrigues him. He decides to consult the nether-spirits to find out what’s going on.
Later, in his ritual chamber, Daamon calls upon the nether-spirits. They tell him Morgan and his friends are from the far future—and that Morgan is an enemy of his and theis. They reveal how Morgan killed the last of the Deimosian line. They bid Daamon kill him.
At dinner, Reno tells Morgan they're stuck here. They dare not use the time ships again without repairs. Morgan thinks there may be something these “gods” they keep hearing about can do. Their conversation is interrupted when Jezreen arrives to give Daamon’s regrets and deliver his invitation to a hunt for the great dragon-lizard tomorrow. Morgan and Shakira accept.
At dawn, the three mount their hadrosaurish steeds. While Daamon has decided he’s unable to strike at Morgan directly, he’s planned on an “accident” befalling Morgan on the hunt.
Things to Notice:
- Atlantis here doesn't necessarily jive with the Atlantis seen elsewhere in the DC Universe (though admittedly, Warlord hasn't been explicitly placed in continuity at this point).
- This isn't the first time a hunt as a pretext to murder someone has shown up as a plot device in Warlord. Ashir's enemies went after him the same way.
- Deimos's ancestor has the same fashion sense.
Where It Comes From:
Though not much has been revealed yet, this annual seems designed to tie up disparate plot threads. It references old issues of Warlord more so than anything else More on this as the review continues.
Monday, March 12, 2012
Games of Chance
The new HBO series Luck is about the world of horse-racing, from the owners and trainers to the jockeys and gamblers. While the show is interesting as a drama, I think I find it even more engrossing for its portrayal of the world of racetracks. It got me to thinking about gambling, whether at the races, with dice or whatever, within the world of a a role-playing game.
Gambling seems exactly the short of pleasure-seeking activity adventurers would engage in to blow off steam between brushes with danger. I’ve seen relatively few settings tackle unique or interesting games, though. The first chapter of the Pathfinder Adventure Path The Second Darkness, “Shadow in the Sky” featured a visit to a casino and opportunities for PCs to partake in several different games, but most of them seemed a bit silly to me.
While gambling appears in a lot of the source literature for fantasy role-playing games, most are only vaguely described as anything more than “dice” or “cards.” Off hand, I can’t think of any that are well detailed. There’s Dragon Poker in Asprin’s Little Myth Marker, but from what I can recall the details given are mostly for laughs a la fizzbin.
Anybody got any interesting forms of gambling making appearances in their settings?
Sunday, March 11, 2012
Cities of the Red Martian Night
There’s plenty of material in the ERB corpus that needs only a slight twist: think of the rykors and kaldanes, the synthetic men, the planet men, or the realist and etherealist factions of Lothar. Ras Thavas might get along well with Dr. Benway.
No reason not to borrow from Burroughs’s spiritual descendants too: the atavistic drug shanga, Ramas’ mind-transference, or vampiric Shambleau hustlers. Living turbans from the Vaults of Yoh-Vombis would be all the rage.
You get the idea. It doesn’t take much and Mars gets a lot a more alien.
Saturday, March 10, 2012
John Carter and a Princess of Mars
...Should have been the title of Disney's new film other than just John Carter. I saw the film last night and recommend it. It is good exactly in the way sci-fi spectacle adventure films generally are; in other words, its entertaining, but not something you're going to go see for sparkling dialog or deep characters. If you've read the books, you'll like it. If you haven't, but you enjoy the aforementioned sort of film, you probably will, too.
The film takes Burroughs's more rambling (if such a short novel can ramble) and episodic novel and weaves it into a more linear plot, which is largely to the good. Likewise, the script-writers update of Dejah Thoris to an action and science heroine is well done. She winds up definitely being the "smart one" in her relationship with Carter. The Green Men (a term never used in the film; they only refer to themselves by their tribes, leading many reviewers to think they're race is called "Tharks") are pretty well-realized and surprisingly true to the books in terms of culture without the film be exposition-heavy (in this regard).
There are a lot of thinks I would have liked to see done different. The opening prologue/introduction with convoluted layers of narrative, is the clunkiest part of the film. It winds up having a flashback within a flashback/framing sequence. They could have gotten all those elements in, but streamlined it. Dialogue could always be a bit punchier in these sorts of things, and the mean of some terms could have been better conveyed to the uninitiated. While the costume design or the design for the Green Men aren't exactly what I would have wanted, they turn out okay, and are really just different choices. The design of the Martian cities, though, seems to be a bit of a misstep as it's rather plain and block, and exhibits no particular sense of wonder. Faithful woola hit the right notes, but the comedy doggishness of the character could have been dialed back from "11" to a "8-9."
Still, some of my quibbles can reasonably be seen as those of a fan who would never be completely happy with any adaptation. My main point is, if your on the fence because of the negative press, you shouldn't be.
Friday, March 9, 2012
Updates to the Index
In just updated the Weird Adventures Index page with links to some unusual places. Vacation in devastated Lumiere (pre-War capital of Neustrie) with mutant pigs, mushroom scientists, and a weird glowing blob.
Or maybe the Planes Beyond are more to your liking? In that case, check out the entry on the idyllic realm of Arcadia, and the therianthropic juke-joints in the Land of Beasts next door. On the somber side, there's the Plane of Despair. Shopping opportunities present themselves in Interzone--at least to buy drugs like bug powder and gray dust.
If you'd rather stay home, there are also a couple of posts on guns.
Check those out and more.
Or maybe the Planes Beyond are more to your liking? In that case, check out the entry on the idyllic realm of Arcadia, and the therianthropic juke-joints in the Land of Beasts next door. On the somber side, there's the Plane of Despair. Shopping opportunities present themselves in Interzone--at least to buy drugs like bug powder and gray dust.
If you'd rather stay home, there are also a couple of posts on guns.
Check those out and more.
Thursday, March 8, 2012
Ants Marching
Some of the gray-suited and nondescript workers in the office buildings of the City aren’t as bland as they seem. Some of them, tireless behind typewriters or stacks of papers, aren’t just inhuman in their work ethic--but plain inhuman.
These insectoid ultraterrestrials in human disguise are called formians for their resemblance in appearance and social structure to terrestrial ants. Born from flaws of chaos amid the reality mechanisms of Machina, the formians live much like earthly ants on their home plane. Tunneling through the astral understructure, the foraging scouts of the formians found the Prime Material Plane and soon the nuptial flights followed. Colonies were formed.
The ordered layout of modern buildings appealed to them. Their antennae attuned to the the frequencies of the eikone Management, the formians easily adapted to bureaucracy and regimentedness of office work. Their forms changed to accomodate to their new surroundings; only these with magical sight can perceive them as anything other than somewhat odd humans. Those in close proximity for extended periods, may notice a faint but distinct, vinegary smell.
The formians live in the etheric space coincident and between buildings. Generally, they are not threats to their human co-workers--except that their increasing numbers take more and more jobs, until whole offices are staffed by formians. One should be extremely careful in the basements or boiler rooms of such buildings. Formians will react violently if they feel improper deference is shown their queen, even inadvertently.
Art by Jason Godbout.
These insectoid ultraterrestrials in human disguise are called formians for their resemblance in appearance and social structure to terrestrial ants. Born from flaws of chaos amid the reality mechanisms of Machina, the formians live much like earthly ants on their home plane. Tunneling through the astral understructure, the foraging scouts of the formians found the Prime Material Plane and soon the nuptial flights followed. Colonies were formed.
The ordered layout of modern buildings appealed to them. Their antennae attuned to the the frequencies of the eikone Management, the formians easily adapted to bureaucracy and regimentedness of office work. Their forms changed to accomodate to their new surroundings; only these with magical sight can perceive them as anything other than somewhat odd humans. Those in close proximity for extended periods, may notice a faint but distinct, vinegary smell.
The formians live in the etheric space coincident and between buildings. Generally, they are not threats to their human co-workers--except that their increasing numbers take more and more jobs, until whole offices are staffed by formians. One should be extremely careful in the basements or boiler rooms of such buildings. Formians will react violently if they feel improper deference is shown their queen, even inadvertently.
Art by Jason Godbout.
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